Marvel vs. Capcom 2: New Age of Heroes - Move List (Complete)

Marvel VS Capcom 2 Dreamcast/Arcade Strategy Guide Ver. 03
by: Christopher dela Concepcion
Copyright July 26, 2000
*This movelist can only be found on
www.gamefaqs.com
www.neoseeker.com.
www.cheatcodes.com
www.psxcodez.com
faqs.ign.com
Ver. 01 - First FAQ. Alot of mistakes.
Ver. 02 - Patched up a few mistakes & added Assist Types
Ver. 03 - Added Iron Man and Sonson info. Plus the One-Hit kill for Abyss.
(Man at long last this thing's done!)Welcome, ladies and gents to my second try
at a fighting game FAQ. I'm Bahmat. I shall be your guide into the greatest
crossover fighting game ever. (or probably just until the next best thing comes
along. You can never really tell when it comes to the fickleness of fighters. Oh
well.) As it stands, I have absolutely NO idea what the story is. The absence of any
understandable and visble story reduces this game to a simple, mindless bashfest.
MVC was a bit better, because there was some semblance of a story line. This one has
no story at all. Capcom must have been in such a hurry to put this one out that they
forgot to put in something called a storyline. Oh brother. You win this one and what
do you get? No ending for any of the characters. No little explanation as to why the
heroes had to be gathered once more. Just some crappy guy saying, "Thanks for
playing Marvel versus Capcom 2. Your name will be inscribed in fighting history."
while the credits roll out, and some song which sounds like something from the 99.1
(for us here in Bacolod) Crossover radio station, andd a few pictures showing
the characters riding Ruby Heart's ship and that's all. What the hell is the story!?
Why DO they have to fight Abyss? Ah but what the hell. It's a great game,
nonetheless, so let's get ready to kick ass! But before we begin, let me remind all
of you out there that I don't mind very much if you do copy this FAQ for home use.
Hell, have a blast!! All I ask is that if this FAQ is to be copied for purposes such
as freebies or magazine FAQ's or what not, please be civilized enough to give me
credit. Also if you see anything wrong or missing in this FAQ, (typographical errors
do not count) feel free to contact me at bahmat @eudoramail.com or you can check out
Kao Megura's FAQ at gamefaqs.com for a more complete guide. I'm doing this to gain
more experience in writing FAQs and hoping to entertain those who have read my
previous FAQ at Marvel vs Capcom. So strap on your mouse cord, crack your knuckles,
rest your reading eyes, clean your glasses (if you wear any) and hang on tight. But
most importantly, have fun. Let the games begin.
Table of Contents
I. Basic Controls and Tricks
II. Marvel Fighters
III. Capcom Fighters
IV. Crashing Abyss
V. The Usual Raves
VI. Acknowledgements
I. Basic Controls and Tricks
As you all well know, Capcom lets you now control THREE fighters ala King of
Fighters, instead of the usual two. How you're going to beat all three fighter
before the clock runs out depends on skill. Capcom also decided to do away with the
six button configuration of their games and merged the LP with MP and WK with MK,
placed the HP and HK in the second button spot and added a new feature on the third
buttons. That's right, quick helper summons. The set up is something that looks like
this:
A - WP/MP B - HP E - 2nd Helper
C - WK/MK D - HK F - 3rd Helper
So what this means is that to get MP/MK, you gotta press A/C twice. For
beginners who are used to the old configuration, it may take quite some time to get
used to it. But when you do get the hang of it, you'll see that it may prove to be
very advantageous. Pressing either E or F when your opponent least expects it, say
when he/she dashes towards you, or while your opponent is busy striking you while
your blocking, letting him/her think all you're doing is blocking his/her big, bad
ol'button combos, can make either you 2nd or 3rd character land a devastating sucker
punch. Devastating, because if your chosen helper is a projectile user, like Gambit
or Gouki, or a dash character, like Captain America, the moment their attack hits,
you can follow up with another button-link combo of your own or really give it to
your opponent with a powerful Super. I should know. I used the same tactics against
one guy who just would not quit. (Gambit, Morriggan, and Juggernaut). Oh he was
good, let me tell you. He struck with decent button linkers and Super Cancels.
Problem was, Juggernaut came in and Juggernaut Punched him when he least expected
it! AH HA HA HA!! What was even funnier was that he was one stubborn sonuva*****!
Challenged me NINE times, just to prove to his cronies that he could beat me! What
pride! What courage! What STUPIDITY! But, more of that later. Now, some assissts
launches your opponent in the air for an air combo, some heal a small amount of Hp,
others knock your foe out of the sky (anti-air), and some simply grabs and pounds
your foe. It all depends on who you choose and what type of assisstance you want
them to give you. On the assist list, I'd suggest you look for it in some of the
other MVC2 FAQ, because you sure as hell are not gong to find any here! The only
thing that can make you decide on what perfect assisst type to use for what
character is experience and familiarity. Once you become familiar with your
characters, you'll be able to know what assisst type is perfect for your fighters.
Also, by pressing both E+F together, you can do a very easy Hyper Combination
Finish with all three if you're at level 3 or higher, (max is level 5), two fighter
if level 2, or a quick Super Cancel if on Level 1. That's the other thing that's
good in this game. I was always wondering why was it that on the PSX version (by the
way, does anyone know if MVC2 is coming out on PSX, or will it come out only on
PSX2? I'd really like it to come out on PSX. If it does, I hope Capcom makes it a
perfect arcade translation instead of all the EX crap they keep sending us!) I could
do a Captain Corridor, then cancel it immediately into a Captain Sword, but in the
arcade version of MVC, I couldn't do that. Now in MVC2, canceling is here with a
vengeance! YES!!
By the way, here are a few basic button commands and terminology when in my
FAQ. (There arethose who have read my MVC FAQ before and know the terms well. For
the newer ones, weeellll...):
f - forward
b - back
d - down
u - up
joystick direction - wherever you move the joystick.
dp - dragon punch (f, d, df)
rdp - reverse dragon punch (b, d, db)
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle foward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
Charge - hold indicated direction for a while
d, u - Hyper Jump
Quotes - what each fighter has said in old Capcom games/from comics/or what I think
they would say.
Launcher - anything that strikes an opponent into the air for a quick aerial combo.
Special Moves - the usual ordinary moves
Super Moves - moves that deals tons of damage
WP - Weak Punch
WK - Weak Kick
MP - Medium Kick
MK - Medium kick
HP - Hard Punch
HK - Hard Kick
PP - both punches pressed/ also dashes forward automatically/ pushes attacking foes
when pressed
while blocking
KK - both kicks pressed / automatic Hyper Jump
f+HP+HK - Tech. Hit (do this when grabbed)
WP+WK - Tag in second fighter
MP+MK - Tag in third fighter
QCF + E/F - Snapback (prevents your opponent from assissting or tagging in for a
while.)
Crossover Tag - b,db,d + E/F when blocking an attack. E-2nd fighter, F-3rd fighter
Beam Supers - projectile Supers that have the ability to deal alot of hit point
damage (i.e Soul Eraser,
Royal Flush, Magnetic Shockwave, Hyper Megaman)
Charge Super - Body or weapon is thrusted either upward or forward (i.e Hyper
Charging Star,
Messatsu Goushoryuu, Bone Storm, Shinkuu Tatsumakishipuukyaku)
Impact Super - fighter runs forward and hits. If it connects, hero goes into a
combo. (i.e Weapon X,
Captain Storm, Good Naiht Sugah, Midare Zakura)
E+F - Hyper Combination (Deal INCREDIBLE DAMAGE against your opponent!)
XMCOTA - X-Men: Children Of The Atom
MSH - Marvel Super Heroes
XMVSSF - X-Men Vs. Street Fighter
MSHVSF - Marvel Super Heroes Vs Street Fighter
MVC - Marvel Vs Capcom
MVC2 - Marvel Vs Capcom 2
MVC series - starts from XMVSSF to MVC2.
There is also what is known as a Crossover Super. Super because it involves
using Super comboes, and Crossover because I chose to call it that way. What you do
is cancel out one fighter's Super for his/her partner(s) Supers by doing that
Super's command, depending on how many levels of power you got. I mean is, say
you're using Morrigan, Gambit, and Captain Commando, (In that order), when you fire
Morrigan's Soul Eraser/Silohuette Blade/Darkness Illusion, if it connects, at the
peak of that Super, if you want to do Gambit's Royal Flush/Cajun Explosion, do its
button command before Morrigan's chosen Super ends. Gambit will then jump in and
join the party while Morrigan takes a hike. Now if you have Level 3 or higher,
before the Flush/Explosion ends, if you think you want to throw a Captain
Storm/Sword, do its button command at the middle of Gambit's Royal Flush. Captain
Commando will then replace Gambit and finish this little dance. Problem with this
is, you can only throw the next Super in order. You know, First chracter, second,
then third. Now, whoever is the last one to do his/her Super will continue the
round. However, not all Supers will connect with the next one. You'll need patience
and practice before you can master which Super of your chosen characters will flow
continously. Obviously, the easiest to Crossover Super are the beam-type Supers. For
Charge and Impact Supers, practice, practice, practice.
Now Crossover Supers are a safe way( along with Crossover Tag) to switch
characters. Pressing WK+WP/MP+MK is too obvious and has a 90% chance of being
blocked and counter attacked. The good thing with connecting with a Tag move is that
it sends your opponent flying and spinning for a while in the air, which leaves that
sucker open to a launcher and button link combos. Doing Crossover Supers not only do
intense damage, but also pushes away enemies for a safe switch. If you know that
your opponent can block your Super, and you desperately need to tag out without
geting your ass kicked six ways to Sunday, throw a Super in your arsenal which you
know will push an opponent away, like Beam and Charge Supers. In the middle of that
Super,make your second character jump in with another Super which pushs him/her even
farther away. One good thing about this is that sometimes, your opponent will never
expect you to throw a second Super, so chances are he/she might loosen his/her block
and leave their fighters open to damage and give you the oppurtunity to take the
fight to them!! Crossover Supers may be the only things that can get you out of a
very sticky situation and turn the tides in your favor. But you who are reading
this, don't be pulled in by Crossover Supers. When battling, keep one eye on the
opponent and always take an occasional glance at his/her Super Meter. When that
Meter is more than Level 1, always expect a Crossover Super switch. Expect it,
block it, and take the appropriate steps to turn the tables on them. Then again, if
you suck big time in MVC2, no amount of Crossover Supers will save your sorry butt!
MWAH HA HA HA!!
One last thing; there is no more EASY Mode!!! AH HA HA HA HA!! The only
adjustments you'll find are for the Speed Modes: Turbo/Normal. Take that, the
population of the Cheapo ranks! The only one not affected by this is that little
troublemaker Megaman. So this time, no more one button press-automatic projectile
fire or three PPP-automatic Supers! This time you toil to win in this game!! Think
of this, after the previous three games, this fourth one is a test to see just how
good you've become after all these years.
By the way, in case you're wondering why I usually refer to gamers
as "He/She/They", that's because I beleive both men and women make excellent gamers.
Hell, my baby sister whoops me everytime in Tekken, and another girl spanked me very
badly in MVC2 when I was just starting out, using ROLL! OH MY GOD!! AHHHHHHHHH!
Sorry. Just had to get that off my chest.
All right, here is the roll call for all fighters, 56 in all! This has got to
be Capcom's biggest line up of warriors ever! I hope to God there will be MVC3 and I
hope the Punisher is included. Hell, I even hope that there will be a Captain
Commando 2 game in the Punsiher format. Y'know, where they can all be big and bulky
instead of thin and scrawny looking like in the first Captain Commando game.The
first Capatain Commando was just a wee bit too hard, even with 4 players.
Marvel Capcom
<==========================>
Colossus BB Hood
Cable Anakaris
Gambit Chun Li
Iceman Cammy
Rouge Morrigan
Psylocke Ryu
Sabertooth Ken
Cyclops Dan
Marrow Sakura
Juggernaut Gouki
Hulk Roll
Captain America Megaman
Spiderman Zangeif
Silver Samurai M. Bison
Omega Red Jill
Magneto Captain Commando
Iron Man Guile
War Machine Nash
Venom Strider Hiryu
Blackheart Hayato
Wolverine Tron Bonne
Wolverine Alpha Aminggo
Storm Jin Saotome
Doctor Doom Ruby Heart
Shuma Gorath Dhalseim
Spiral Sonson
Sentinel Felicia
Thanos Kobun
<==========================>
Now from what I understand and have heard, some of these characters are
released by the experience points the machine earns over the days. Don't ask me how
that works because I have absolutely no idea. All I do know is that at certain
levels, random characters from Marvel and Capcom, or sometimes different color
boxes, gold boxes around fighters which allows you to choose a different color for
your fighter, appear. How was I able to get this roll call list? Over time, I simply
kept going to the arcades not paying too much attention to that strange Exp. box
below the title, every day a new character coming into the picture, till one day, lo
and behold, all the ? boxes have been filled and all characters present and
accounted for.
II. Marvel Characters
1. Colossus - the real man of steel is back! Alright! It's been what? 4
Marvel/Capcom games (MSH, XMVSF, MSHVSF, MVC) when he last saw action. MVC didn't
even cut it, reducing this X-Man to a support character role? Watch out for this
one. Although he's big, he's alot faster than Zangeif, Hulk or Juggernaut. What's
worse is that just like the three aformentioned heavyweights, he's just as strong
as they are, only he's faster. Speed and strength. Deadly combination. Colossus can
take out an opponent in only a matter of seconds. How's that for being a tad miffed
at being excluded for so long, eh?
Qoute: "You can't make a better world by destroying the one we live in!" (Uncanny X-
Men # 293)
Assist Types:
A: Rush Tackle
B: Soaring Rush Tackle
Y: Launcher
Launcher - Standing HK
Special Moves:
Rush Tackle - qcf + LK
Soaring Rush Tackle - qcf + HK
Hammer Throw - qcf + P (can be done in air)
Hammer Typhoon - after H. Throw, spin the joystick like crazy for more power.
Super Moves:
Super Armor - qcb + PP
Power Dive - qcf + PP, then P again to dive (can be done in air)
See what I mean? Others have brains and power. Him? he's just power. Pure and
simple. Now I wonder how come he's not in the X Men movie? Why?! He's my favorite
character of all.
Using Colossus - Play defensively. Never try to get the first hit in unless you are
sure that you will connect. Remember. Colossus may be fast, but only in comparison
with the other powerhouses in the MVC2 game. Against the other characters like Rouge
or Gouki, he'll eat their dust. So don't be in a hurry. Be patient. Take advantage
of every opening you see to show you opponent just how mean Colossus can be. Don't
skimp on the Super Armor whenever you get the chance to use it. It sort of
increases your chances of winning just a bit. It's up to you to make good use of
that advantage. Also, NEVER throw a Power Bomb at anyone out of the blue. Although
one hit from it is equivalent to one ShinkuuHadoken or probably even more, it has
Horrible starting time and when it is blocked, it has an even more horrible recovery
time, leaving you very susceptable to a vicious counterattack. What I suggest is to
use the Super when you have the opponent in the air. After Launching an opponent, A,
C, A , C then strike with a descending Power Bomb. That means the moment he
connects with the second C, do the Power Bomb Motion then quickly press d+P. 2-3 of
that kind of treatment will send your opponent to the dentist for a dental check up
just to see what teeth are left after eating Colossus' metallic frame. Shoulder
Charges can be used as defense against projectiles without block damage. With the
Hammer Throw, when you make contact with an opponent, spin it quickly to make it go
into Hammer Typhoon for even more damage. Might I suggest that when using Colossus,
do not EVER, underestimate the power of his Super Armor move. It gives him all the
qualities of Gold War Machine and Mech-Zangeif. Which means in this mode, he cannot
be stunned, tripped, launched, thrown, etc. What's even more to your advantage is
that he can move normally even in that mode! He can even block! Only problem is that
his speed is reduced a bit. Learn how to use Super Armor to your advantage and y!
ou are invincible.
Against Colossus - Use fast characters against him. The faster the better. The CPU
enjoys using Super Armor almost all the time. To get around that, wait for mistakes
such as blocked Shoulder Charges or Hammer Throws to be able to counterattack and
don't get stingy with using helpers. Don't get too close because Colossus has a very
powerful B-button slam and don't keep on throwing projectiles at him. His Shoulder
Charge move gives him the ability to shrug these things off without damage, just
like Captain America's Charging Star. Wait for Colossus to throw either a misplaced
Super or Special Move and let 'im have it! You'll want to get rid of him as quickly
as possible, because he is so very Bad News when against you and even deadlier as a
support character.
2. Cable - the time traveling, kick ass, no-nonsense, heavy duty, over the top
leader of X-Force, Cyclop's bouncing baby boy, Nathan Christopher Summers-Askanison
makes his video game debut on this version. And just like his father, he's got just
about as irritating a beam special and Super as his old man. Ain't Papa proud?
Quote: "There's a difference between being too forceful and refusing to compromise."
(XForce/
Youngblood Crossover)
Assist Types:
A: Viper Beam
B: Psimitar
Y: Electro Trap
Launcher - Standing WP twice
Special Moves:
Pistol - HP rapidly
Viper Beam - qcf + P
Psimitar - dp + P
Elec-Trap - qcb + K (can be done in air)
Crackdown - qcf + K
Psytage - hcf + P
Supers Moves:
Hyper Viper Blast - qcf + PP (can be done in air)
Time Flip - qcf + KK
And just like daddy, he's also a very balanced fighter. Cyclops must be so
proud of him. But then again, if he dares to go up against Cyclops, then, ooohhhhhh!
Father no happy!!
Also, he's perfect for all novice players in the meantime that the cheap little
runt Mega(ugh!)man has not yet been released, although he's not as annoying as the
little butt wiper. All they need to do is fire his Pistol from far across the
screen, then Cancel it with a Viper Beam for an 8-10 hit combo. Or if they can,
cancel the Viper Beam and throw a Hyper Viper Blast for even more cheap and cheesy
damage! AWWW, what am I saying?! This guy IS just as cheap as that Megaman!
Using Cable - If you're feling very cheap ( boy do I hate you! NYEEEEEEHHH!), follow
the instructions above, while utilizing your helpers for extra damage while you sit
back, pick your nose and fire that beam, you can pass this game with your eyes
closed and crossed and your thumb in your mouth, with drool coming out. This kind of
strategy does not work against HUMAN fighters, though (except for the very mentally
challenged), and all of you cheapsh#!$ can take that to the bank! Instead, utilizng
your Electro-Trap well and with precise timing will stun your oponent long enough to
let him or her have it with a button combo or a Super. Use his balance well. Don't
play defensively unless you really have to. If not, jump in, block a few shots and
bust heads. Or try this. Jump in with a deep D attack, then button chain on the
ground, (do not Launch unless you would like to.) a simple A, C combo, end it with a
double B pistol fire then Cancel with a Viper Beam and Cancel again with!
a Hyper Viper Beam. Incredible to look at, a crowd wower and shows those of the
Cheapo ranks what Cable is really capable of. However, be careful about letting go
of your pistol when your opponent is near without any support fire like an Assist or
a Viper Beam push away, because after three shots, Cable sort of freezes, leaving
him open to a very nasty spanking. So watch it! If by some miracle your Time Flip
Super connects, a shadow of Cable's comes out and begins to tango with the opponent.
What's great is that it's like an old Ouroboros. While that shadow is busy pummeling
your foe senseless, back it up with some moves of your own. You can even back it up
with a Hyper Viper Blast if you feel like it.
Against Cable - in the CPU genepool, boy did Cable ever get the raw deal. Cyclops
can put up a better fight than he can. The CPU version is pathetic, always leaving
itself open to air kicks or low WK air combo starters. Other times, he simply
doesn't block. However, be careful of the human players. When you see Cable pull out
a pistol, either Super Jump/ Dash Jump over it and always expect a Viper Beam to
follow it. Jump over the beam and strike Cable's fool head. Also, watch out for
Electro- Traps. Those things are major trouble. Against HUMAN opponents, don't be so
quick to dash in after Cable. Keep your distance, but close enough to jump in, as
most of his moves have big recovery time, (not that long, but long enough to give
you an edge), then counter appropriately.
3. Gambit - the ragin' Cajun is back for his thrid strike at a Crossover game. Not
much to say about Remy, although some say, he's become alot faster than his MVC
version, although I don't see it yet. I do however see that some of his moves have
become very quick, easy to sucker punch an opponent with.
Quote: "Lebaeu....Remy Lebaeu. Remember dat name." (MVC)
Assist Types:
A: Kinetic Card
B: Cajun Slash
Y: Launcher
Launcher - d+HP
Special Moves:
Kinetic Card - qcf + P (can be done in air)
Trick Card - qcb + P
Cajun Slash - dp + P
Cajun Strike - Charge d 2 sec, u + K
Cajun Smash - Charge d 2 sec, u+P, then P again overhead
Super Moves:
Royal Flush - qcf + PP
Cajun Explosion - qcf (forward)/qcb(back) + KK
To all Gambit fans, this is what you want right? Gambit ranks right up there
among some of the greatest fighters in MVC series. Probably because of his quickness
and his ability to block on the fly. Now with cancelable moves, he's even deadlier
than before! Now I've heard that some issues back , Gambit's secret past was
revealed. Someone care to tell me all about it? I'll thank you very much for
the info.
Using Gambit - Use his speed and quickness to your advantage. Make every hit you
land on an enemy ones that will make him/her regret ever going up against you. Link
every hit, either button-link, special, or Super, because you can. Keep your
opponent guessing by spinning his head with the Cajun Explosion. Let it loose where
he/she least expects it to be, either from the right or to the left. Not only
does it do incredible damage, but it also has a very small recovery time. Also,
forget that rule that throwing is cheap. This is the twenty-first century! Gambit's
air throw (f+HK)(I'm sure most players know) can be used end an air combo with
decent results. And although the damage ratio of his Royal Flush move has been
slightly increased, so has his recovery time. Y'know? The one where, if his Flush
ends, he snaps his fingers and looks pretty cool? Well, if that Super is blocked and
he's standing too close to an opponent, he'll look cool alright. Cool and dead! So
try to keep from tossing the Royal Flush just like that. Wait for the right time to
make your opponent eat those 37 cards.
Against Gambit - Be very careful going against this one. He can pull off devastating
comboes and Super Cancels. The CPU AI for Gambit has also made him even craftier
than before. When going up against Gambit, it's best to use someone whose just as
fast or even faster than he is to outmove him. Also watch for his spinning move,
which(Yes, I know that there are you big strapping players who can take on Gambit
using slower chracters like Zangeif, Juggernaut,Cyclops, etc. Hell. I use Captain
America myself sometimes against him and I can still kick his butt. This suggestion
is for those who would like to play it safe. Even I, if I have a speedster in my
team, I'd rather let my fastest fighter go up against him rather than risk getting
my strongest fighter whacked. )
4. Iceman - the icy cheap ass from XMCOTA has returned along with Colossus. He's
just as fast as before and he is still also just as cheap. Although you can't throw
Ice Avalanches anymore like crazy and win like in XMCOTA, his Ice Beam does massive
damage and now his Super is doable in air!
Assist Types:
A: Ice Beam
B: Avalanche
Y: Ice Beam
Launcher: crouching HK
Special Moves:
Ice Beam - qcf + P (can be done in the air)
Ice Avalanche - qcf + K (can be done in air)
Ice Fist - qcf + P
Super Moves:
Artic Attack - D, DF, F + PP (can be done in the air)
Yeech! This bastard is just as cheap as before!
Using Iceman - Sit back and use the Ice Beam, cheapos! But if you get the feeling
for a batlle royal, use Iceman's speed. He's one of the faster characters in the
game. Use that and use your Avalanche sparingly. Nowadays it comes out so slow and
only in a straight down direction that anyone can cancel it with a projectile,
assist character, or worse, a Super. Use the Avalanche to prevent your foes
from getting too close to you. Also, it seems that there are some projectiles from
which Iceman takes no block damage. Figure that out yourselves because I don't have
a clue. One of my friends just told it to me, and since I seldom use Iceman, I
couldn't really care alot. Also, you can link his Arctic Attack in the air after a
blistering air combo. Just launch your foe into the air, A, C, A, C then the moment
your 2nd C hits, qcf + PP. Always connects. Very Damaging.
Against Iceman - You may not notice this, but Iceman takes just a bit more damage
than the others. How do I know this? Well, It takes 3 Power Dives to take out
Cyclops. It takes only 2 to take him out. The damage difference is not immediately
noticeable, but it's there. Use the advantage of an incredible recovery when Iceman
uses his Ice Beam. Jump over it and kick his stupid icy head! Always expect
Avalanches and also expect a Super to follow that Avalanche now that Cancelling has
returned to MVC2. Keep an eye on Iceman and a quick glance at the Super Meter from
time to time. Cancel Avalanches with projectiles or an assist character, (better an
assist char. so you won't have your hands full) and take the dance to him.
5. Rogue - the lovely Southern belle makes a return appearance in the fighting game
scene. It seems she's meaner, faster and with cancelling, a bit deadlier. Beauty and
strength. It can't get any better than that. Gambit's gotta be pretty happy with
this development.
Quote: "Darlin', you just don't know when to quit!" (XMVSSF)
Assist Types:
A: Rising Gatling Fist
B: Machine Gun Fist
Y: Status Drain
Launcher: standing HK, d+HP
Special Moves:
Machine Gun Punch - qcf + P (can be done in the air)
Rising Gatling Punch - dp + P
Power Dive Punch - dp + K
Power Drain - qcb + K
Super Moves:
Good Naiht, Sugah - qcf + PP
Machine Gunner Blazer - E+F
Oh yeah, she's back. After so long an absence from the fighting scene, (No, a
third character assist appearance on MVC does NOT count as an appearance.) she has
returned. One of my favoritewarriors from XMVSF has returned. But I've heard in the
comics that Rogue split with the XMen and joined Magneto. What's up with that?
Using Rouge - Oh man, is she ever FAST! She's one of the fastest fighters in the
game, if not the fastest. Use her speed to your advantage. Dash in and out of fights
and throw Machine Gun Punches with an air combo. And always go low. Rouge is so fast
that sometimes players expect a high attack, not a low one. Take advantage of that
factor. Break through their guard with a dashing low LK, use a launcher,(preferably
d+HP. More controlable) then button combo your enemy. I added the Machine Gunner
Blazer as a combo because it looks so cool, even though it's just another backup
Super for use in cae of a Hyper Combination Finish. This is Cancelable and linkable.
WP, WK, then E+F will do wonders. Her Good Naiht Sugah Impact Super is incredibly
fast. Use that to counteract any misplaced combos or illtimed Supers. Also, if
you're expecting Rouge to retain her abilities of copying an opponent's power,
forget it! She doesn't copy powers no more, my friends, (I mean, how the hell do
you expect her to copy the powers of, say, Tron Bonne? or that crappy little runt
Megaman, or even War Machine? Oh I get it! When she copies War Machine's powers, a
Shoulder Beam comes ripping thruough her shoulder?! Or will it be through her ass
for more room? Oh come on!) What she does is that, whenever she makes contact with
anyone, she gets either a Defense, Power, or Speed Up enhancers. Sortuv like drugs.
(AHHHHHH!! Rouge's an addict! MOMMMMEEEEE!!!!) Speed Ups will make her the wiriest
fighter in the game, impossible to follow. Power ups will make her just as strong as
Hulk, and Defense Up will give her the defensive status of Juggernaut. It all
depends on what kind of enhancer each fighter is programmed to give.
Against Rouge - Oh good God! She makes my eyes go crossed! Her speed is amazing. If
you value your health, stay away from her! If she's a supporting character, she
will be called out to do her stuff most of the time. She's probably the most
pathetic support character when the CPU uses her. So take advantage of that little
info. Every time she's summoned and if you feel that your present opponent who is
doing the summoning can be fought to a standstill with both eyes closed, attack her
in anyway possible. Concentrate on taking her out be or reduce her health
considerably before she comes out onto the feild. Now attack her with fast
characters as well, but go one the offensive cautiously, because the CPU has that
annoying and dangerous ability of trapping you and doing low jump kick combos at
you. Some players out there know what I am talking about. She goes into some
incredible combo which it seems that only the CPU is capable of pulling off,
throwing Assist Characters at you while she's at it to increase damage effect, then
ends with a flying kiss taunt. This attack is almost humanly impossible to do
(because I have never heard of anyone pulling it off successfully. However, if you
do, please e-mail me. I'll verify it and post it on my ver. 03 With full credit to
the sender, of course.) and extremely difficult to get out of once you get caught in
the middle of it. If you find yourself in this kind of situation, when she does the
first low jump kick and you blocked it, either get out of her way by Hyper Jumpimg
away from her or throwing an Assist character, which attacks, at her before she can
go into the second jump kick. The Assist Character may either take the damage or
knock her off her combo. or do a jumping block. Y'know, while jumping back, keep
holding back to continue blocking. It's alot safer than trying to block it on the
ground where she can overhead kick you if you duck while blocking. Either way,
you're saved from a humiliating combo defeat. Pretty soon she'll stop and throw that
taunt of hers.
Nows your chance to lauch your counter attack and let'er have it!. And
also, her Good Naiht Sugah Super, when blocked, as horrible recovery time. A blocked
Sugah (get it? BLOCK SUGAR!? EHHEHEHE! "ahem" You're not laughing. Sorry. Got
carried away. Boy is my face red.) just might give you the window of oppurtunity
that you need to bust her out!
6. Psylocke - After her last appearance in MSH as a full time fighter, Betsy
Braddock's decided that maybe now's the time to take a little walk back into the
fighting game scene. She was one of my favorite characters in MSH, just so you know.
Quote: "I have danced with the devil himself. You are no threat." (MSH)
Assist Types:
A: Psi-Blade
B: Psi-Blast
Y: Psi-Blade
Launcher: d+HP
Special Moves:
Psy-Blast - qcf + P (can be done in air)
Psy-Blade - qcf + K (can be done in air)
Ninjitsuu - hcb + Any P or K
Super Moves:
Psy-Thrust - qcf + PP (can be done in air, joystick direction+PP again makes her
thrust a second time
for double damage.)
Psy-Maelstorm - qcf + KK
Kochou Gakure - qcb + KK (can be done in air)
An original X-Man sex bomb. I wonder how come she's not in the X-Men movie as
well.
Using Psylocke - Since she's a fast one, use that to fight. Be quick to take
advanntage of every mistake your enemy makes, and make full use of her short dashes
from which she seems to recover from more quickly than the others. Because it seems
that all of her Supers are Cancelable and linkable, whenever you get the chance,
always cancel or end a combo with a Super whenever possible. Here's one I saw done
in the arcades. Start with a dashing low WK to break through your opponents
defense, d+HP, WP, WK, MP, MK, u+HK, then cancel that flip move with a HK Psy Blade,
then Cancel it again with either a Psy-Thrust or a Kouchou Gakure in the air. Plenty
of OHHHS and AHHHHS there, people. When you find yourself in a tight spot, don't
skimp on the Ninjitsuu move to avoid a beating or to teleport out of a corner to
prevent trapping.
Against Psylocke - If I thought Gambit was a hard opponent, Psylocke's AI is even
harder. She has a nasty habit of Canceling every move she makes into a special or a
Super move. Don't allow yourself to get trapped by her or you'll be eating psychic
energy for a while. Instead, always let her make the first move, because she has
this disadvantageous habit of doing the "WP, WK, cancel-to-a-Psy-Spin or a Psy
Blast" kind of combo, even when the opponent blocks. So use that. Whenever you block
a Psy Spin, rush in and counter that move. Also, sometimes Psylocke goes so fast,
sometimes she can be sucker punched by Assist characters. Block a move and while
she's busy ramming your defense, slyly press an Assist call button to shock her and
take advantage of that little window of opportunity. She also enjoys grabbing on the
fly, so begin mastering that Tech. Hit counter measure that I placed above.
7. Sabertooth - well, well, well, well! Wolverine's better counbterpart has finally
resurfaced and he's just as bad as ever (Is the rumor true of what I've heard, that
Sabertooth's skeleton is laced now with adamantium?) Time to kick butt and make his
presence felt.
Quote: ''This ain't no street fight! You lose...'' (XMVSSF)
Assist Types:
A: Berzerker Slash
B: Birdie Call
Y: HP Attack
Launcher: d+HP
Special Moves:
Berserker Claw - qcf + P
Wild Fang - hcb + P
Birdy Call - hcb + K
Supers Moves:
Berzerker Claw X - qcf + PP
Berzerker Rage - dp + PP
Birdie Cannon - hcb + KK
Wolverine's nemesis is back with a veangence after being put on hold for so
long. Wait. Just a sec. I thought Birdie was dead. Hmm. Must be the game where the
dead come back to life! Whoa! I can see dead people! That's AWESOME!
Using Sabertooth - he's changed much since his stint in XMVSSF. For one, he's wirier
now. Which means, he's faster than before. And without that stupidly annoying stall
everytime you dash in XMVSSF, his true potential has been released. His Berserker
Claw X can't be linked along with a chain combo anymore, like in XMVSSF (launcher,
WP, WK, MP, MK, then grab in mid-air with HP, which results in a slam that sends
your opponent flying straight into the air, just like the kind of reactiuon you get
when you make contact with a WP+WK Tag or a MP+MK Tag, which, with proper timing,
can be linked with a Berserker Claw X Super. Expert Sabertooth players know what I'm
talking about. With that gone, almost none of his Supers are linkable anymore. (I'm
still experimenting if Berserker Rage is linkable.) If anyone wishes to correct me
on this score, please contact me at my e-mail address above. However, his Berserker
Claws have become mucho rapido! Use these every once in a while to blindside an
unsuspecting opponent. If timed right, they say it can even go through some
projectiles. (I'm testing this claim as well.) His Wild Fang move can hop over
projectiles. So use this move frequently on jerks like that sonuva"bleep"! Megaman
and Cable! It can go over projectiles and hit them where they least expect it. Or
better yet, his Berserker Rage for more painful results. Not only does it go over
projectiles, but gives your opponent a spanking like nothing any of their fathers
had ever given them before! Dash in and out of a fight, slashing with every
oppurtunity you get. Summon Birdie once in a while for a few hits (as well as a few
laughs), but in the name of all that is good and reasonable, DO NOT throw his Birdie
Cannon Super unless you know how to time it well enough to hit an enemy. It's
enormous starting time which leaves the bank door wide open for counter attacks to
counter this move. And even if no one counters this, only those who are so damn
ignorant who do not know of the existence of something called a back direction which
activates the blocking mechanism, will eat Birdie's shots.
Against Sabertooth - Watch it! He is fast! But then, the CPU version should prove no
problem. However, it enjoys throwing Assist characters every now and then. Learn to
counteract that little problem. Also, Sabertooth has a very damaging aerial rave
combo, so try to avoid getting struck up into the air often. But then, you're
biggest window of oppurtunity comes from the CPU's annoying habit of sometimes
standing still and jamming on the WP buttons for no good reason, even when you are
on the otherside on the screen. Don't question the morality or the legality of the
situations, my child. Go for it! Break that guy wide open. Try to keep firing
projectiles at a minimum and keep your eyes open for a quick Berserker Claw or a
Wild Fang which could break your defense startegy wide open. Learn to recognize his
Birdie Cannon Super animation and throw a Super of your own, preferably a Beam or
Charge Super. Impact Super have a 50-50 chance of being successful before Birdie
comes out.!
Why take the risk, eh? Or better yet, HYPER COMBINATION FINISH!
8. Cyclops - Behold! Optic Blast!! The original master of gigantic Beam Supers has
returned to the playing field. Probably to keep an eye on his bouncing little boy.
Quote: "You know why I won? I kept an eye on you!" (MSHVSSF)
Assist Types:
A: Optic Blast
B: Gene Splicer
Y: Cyclone Kick
Launcher: standing A twice
Special Moves:
Optic Blast - qcf + P (can be done in the air)
Rising Uppercut - dp + P
Cyclone Kick - qcb + K
Optic Sweep - f, df, d + P
Super Moves:
Mega Optic Blast - qcf + PP (can be done in air)
Tracer Optic Blast - qcf + KK (can be done in air)
Hmmmmmm. Could Papa be coming in to get his little boy out of trouble, or to
prove to the world that this old geezer still has what it takes to whoop ass!
Using Cyclops - Just like Cable, he's also a very balanced fighter. So it's only
logical that, except for a few differences, they really do play alike. So what's
good for Cable is also good for Cyclops. So play as you would with Cable. If you're
a cheapo, sit back and Optic Blast away. But if you want to do it like a master,
ready your fists and gird your loins. Cyclops, like Cable, is an excellent Assist
character when you pick his Projectile Assist Type, so keep him back for a while,
don't be so quick to jump into a fight with Cyclops for a while. If you have other
fighters you know how to use well, use them and have Cyclops provide back-up. Also,
like some of the other fighters, for the novices, here is a free combo. Launcher,
WP, WK, MP, MK then qcf + PP. This is why it's great now, because he can finally do
a real Super in the air and it doesn't matter if it is blocked. He has almost zero
recovery time from a blocked Mega Optic Blast.
Against Cyclops - Always expect your opponent to Cancel his Optic Blast into the
Mega one. However, if your opponent is one of those cheapos, then what the hell do
you have to be worried about? Cyclops, just like his son, (unfortunately) has a
quite a recovery time while doing his Optic Blast. Not as long as his son's but long
enough to be taken advantage of. The thing is that, if say, an Assist character
intercepts the blast, you're not affected. So use your Assist characters as sheilds
and take it to this one eyed menace to society. Also, he telegraphs his Mega Optic
Blast all of the time. So learn to recognize the opening sequence of his Mega Optic
Blast, ("Behold! Optic Blast!!") Hyper jump over it, and counter with a Super of
your own. Watch out though for opponents who keep Cyclops in the rear for a while.
Always expect him to come out once in a while to wreak havoc on your sanity. Be
careful because his Optic Blasts can cancel out alot of moves, even some Supers.
9. Marrow - now this has got to be Marvel's most disgusting superheroine yet.I mean
with BONES coming out of her body as her own mutant power? Whoa! She should've been
in the X-Men movie! I thought Storm ripped her heart out with the bomb strapped to
it before. But then I also heard that she had joined the X-Men! How the hell is she
still alive? And to think that Sarah had grown to this...
Assist Types:
A: Boneerang
B: Tearing Spine
Y: Ricochet Strike
Launcher: d+B
Special Moves:
Boneerang - qcf + P (can be done in air)
Tearing Spine - dp + P
Ricochet Slash - qcb + K
Let Me Ride - hcb + P (can be done in air)
Super Moves:
Stinger Bones - qcf + PP
Bone Storm - qcb + PP
To think I had seen the limits to which ugly could go to.....
Using Marrow - Oh but is she fast! (Isn't it any wonder that most of the female
characters are speedsters? I wonder what they're in such a hurry for.) If you think
that you can use the Boneerang like any other projectile, oh no, no, no, my son. You
have to be in a certain position for the Boneerang to come into contact with. What
it does is to act as a barrier behind your oppnent, so that when you throw one, you
quickly give your opponent a quick button combo which pushes him/her towards the
spinning projectile for extra damage. Also, play at keep away, because Marrow is an
incredible keep away gihter. Use her Ricochet Slash when the opponent least expects
it and when she is blocked, she'll jump back to a safe distance to prevent attacks.
What's also best to do is to place her in the Assist character's role, use one
fighter, and have her back up every attack with her one Assist. (Might I suggest,
ladies and gentlemen, to either choose a painful Expansion Assist Type which
utilizes her richochet Slash, or a trapper Projectile Assist Type..) You'll find out
that she's a great Assist character in time. With her speed, she has almost no
recovery time from her attacks, so come in low, d+WK, d+HP, WP, WK, MP, MK, then qcb
+ PP as fast as humanly possible to finish with a Bone Storm Super (Actually, it's
better to do a Bone Storm in the air than on the ground because if done on the
ground, she sort of floats back for a few seconds and lets it go, horribly
telegraphing her move.)
Against Marrow - Be careful of this speed demon. Always learn to play defensively
when going up against characters as fast as she is. Although she has almost no
recovery time, no fighter is that perfect as to have zero recovery time. Stay on the
defensive becaue her d+HP has some recovery time and also her Ricochet Slash. A
blocked launcher can give you time to sneak in a quick sweep kick or a quick HK/HP
attack (nothing too fancy, unless you know what you're doing.) Watch for Ricochet
Slashes, (the CPU seems to be fond of doing that) block, then when she jumps back,
which she's bound to do after a blocked Ricochet Slash, (it's best to use a speedy
fighter for this one) dash after her and lay the smackdown on her. Or use a Super
which comes out quickly enough to catch her just before she recovers from the
blocked Ricochet Slash. (personally, I prefer an Impact Super.) Also, bewary when
fighting against the CPU. If Marrow gets you in the air, hold back on your joystick
to continue defending. You may think it's a lost cause because you're in the middle
of a button combo. Wrong! She almost always finishes every aerial rave combo with a
Bone Storm. it comes out pretty fast, but it still has a stall in it. Proper timing
will prevent you from eating bone shards.
10. Juggernaut - Oh my God!! My God!! The big red machine! The big red machine is
back! and he's back to kick some ass!
Quote: "I'm the unstoppable force, didn't ya know?" (XMVSSF)
Assist Types:
A: Earthquake
B: Juggernaut Punch
Y: Juggernaut Splash
Launcher - d+HP
Special Moves:
Earthquake Slam - f, df, d + P
Juggernaut Punch - hcf + P
Juggernaut Body Smash - hcf + K (can be done in air)
Cytorak Power-Up - dp + PP
Super Moves:
Juggernaut Headcrush - qcf + PP
After so long, the Juggernaut has returned to his proper place in the fighting
arena as the strongest fighter in the world! (maybe in the game only).
Using Juggernaut - First thing to remember is: Juggernaut is HUGE. Which means his
level of speed is extremely low. He more than makes up for that in power. If you
noticed, his attacks can take out quite a bit more than the others. So that's why
it's important to remember to keep your guard up, especially against faster foes who
seem to just hop all over the place. Don't be so quick to throw special moves
because, truth to tell, Juggernaut has the WORSE recovery time in the entire game. An
Earthquake Slam leaves him open to jump attacks. Juggernaut Punches/Body Smashes
leave him very susceptible to counter combos or Supers, and Cytorakk Power Up, if
near a foe, will leave him out in the open. Learn to block and strike. Block and
strike. Let your opponent go wild throwing his/her moves then counbterattack with
every oppurtunity that presents itself. One thing to be said about Juggernaut, his
attacks may have horrible recovery time, but they come out pretty fast, which can
sometimes catch an opponent offguard. So learn to time your attacks. Also try to
Power Up every once in a while when you do get the chance. It makes you even
stronger than normal. With a Power Up in place, 2 Headcrushes will blow your foe
away. Hell, I've seen the CPU Juggernaut, after one Power Up, who was also done to
probably less than 15% of Health Meter, use a Juggernaut Headcrush on a full life
Wolverine and drained the rest of the ol' Cabuckle-head's like water. Took out a
full lifed opponent with ONE Super! Now THAT is power!! Make good use of your Super
Armor. Take in the fact that it will take two hits / one HP/HK to stun you. But
Juggernaut's real potential is best put to use in the Assist mode. Choose the
Juggernaut Punch (Dash) Assist Type and while one of your fighters is blocking,
summon him for an unexpected Juggernaut Punch. It takes away loads of life and
it's so fast that very few fighters will see it coming before it's too late, and
they come face to face with one mother of a big fist!
Against Juggernaut - Against him? AH HA HA HA!! He's my favorite enemy! The CPU
version can be put away in your sleep! Consider him a give away character. Simply
block all, and I do mean all, of his attacks and counter appropriately. He's only
dangerous when he's down to almost 25% of life. That's when he starts throwing
unexpected, and often times very fatal, Headcrushes. The real danger comes in his
Assist mode. Always keep the side of your eyes on the screen's left and right sides
for a quick block in case Juggernaut comes thundering through, especially against an
opponent who loves to call for help. Against a HUMAN opponent, however, do not be
fooled by all the blocking jive. Be wary when jumping in and attack because you
might just begin eating a mouthload of fist. Bait your opponent into attacking first
all the time. Let him/her make the mistake of making the first move, then take
advantage of Juggernaut's recovery time to kick the big guy's massive ass!
11. Hulk - the Jade Giant makes another appearance into the fighting scene, but now,
he's got incredible competition coming. With the return of Colossus and Juggernaut,
it looks like the Hulk will have to really fight his way into the ''Strongest
Character"rank.
Assist Types:
A: Gamma Rip
B: Gamma Charge
Y: Aerial Gamma Charge
Launcher - d+HP
Special Moves:
Gamma Hurricane - hcb + P
Gamma Rip - qcf + P
Gamma Charge - Charge b 2 sec, f + K
Aerial Gamma Charge - Charge d 2 sec, u + K
Super Moves:
Gamma Wave - qcf + PP
Gamma Crush - qcb + PP
Gamma Quake - qcf + KK
Ever wonder what would happen should the Hulk return to normal in the middle of
a fight?
Using Hulk - Just like the Juggernaut, he has Super Armor, reduced speed, fast
moves, and terrifying recovery time. Play like you would the Juggernaut. Bait your
opponents and strike. Make good use of Hulk's tremendous strength. Let them strike
first, and when they make a mistake, make'em regret it! Hulk's Gamma Rip creates a
small wave of rock which is perfect for playing keep away and prevent low jumping
enemies from getting too personal. His Gamma Hurricane comes out pretty fast, so use
that as a counter measure against blocked specials which have incredible recovery
time. His Gamma Charge, (for those of you who have yet to use the Hulk) can be done
twice by first excecuting one Gamma Charge, aerial/ground, then pressing f+K when in
an Aerial Gamma Charge to continue pounding your foe with a horizontal Gamma Charge
in the air, or u+K after a ground Gamma Charge to follow up your opponent in the air
with an Aerial Gamma Charge. Also, Although the Hulk is slow, he's somewhat faster
than Juggernaut and the 'Geif, plus he's got very damaging Supers. So when you
do get an oppurtunity, d+HP, then qcf + KK to shower them (75% success)/ qcb + PP to
crush them (99% success)Also, try this. Dash forward with d+LK, d+HP, (when laced
with a d+LK, d+HP only gets one hit. Two hits from d+HP is necessary to launch your
opponent.)then qcf + PP for a quick ride on a rocky Wave. Intensive damage. Again,
the Hulk, just like the rest of the big guys, are at their best when kept in an
Assist mode, especially when Hulk comes out of nowhere and bashes an enemy. Also, be
quick to answer to Hyper jumps or jumpy opponents, (i.e Spiderman, Strider Hiryu)and
any aerial attacks with a scathing Gamma Crush when your opponent least expects it.
Make him/her fulfill their daily Recommended Dietary Allowance with a big healthy
helping of rock!
Against Hulk - Just like Juggernaut, you can put him away in your sleep, only the
CPU Hulk is a bit trickier than Juggernaut. For one, he enjoys using jump attacks.
He also likes to call out support when you least expect it. But the real danger
comes when he has energy in his Super Meter. Avoid jumping too close to him because,
more often than not, he'll respond in a way most painful. So take advantage of his
recovery time. Keep baiting him into using a special or a Super. When he does
respond, block, then strike away with your best combo. However, if he's got no Super
Meter juice left, by all means, attack him like you would Juggernaut, but be
cautious. His power doesn't only come from his Supers, you know.
12. Captain America - the living sentinel of liberty,truth,justice,and democracy,
Mon Kapitan America! Not a speedy character, but has great balance. Let Communism
and oppresion fear him!
Quote: "Beleive in your country, but first beleive in yourself." (MVC)
Assist Types:
A: Sheild Slash
B: Stars & Stripes
Y: Charging Star
Launcher - d+HP
Special Moves:
Shield Slash - qcf + P (can be done in air)
Stars & Stripes - dp + P
Charging Star - hcf + K
Cartwheel - hcb + P
Super Moves:
Final Justice - qcf + PP
Hyper Stars n' Stripes - dp + PP
Hyper Charging Star - qcf + KK
After all these years, Cap still hasn't changed. This is his, what, 3rd
appearance in the fighting game scene?
Using Captain America - Remember, he's fast, but he sure ain't no Road Runner! Let's
say, reasonably fast. When going up against foes using Captain America, it's always
good to put your best foot forward. Case in point, his sheild.Use Cap's balance
speed, and wide HP range to weave your way to a victory. Having one of the most
painful button link combos, running up towards an opponent, WP, WK, then dp + PP to
go into Hyper Stars n' Stripes, make sure to learn when to use it, preferably
against those who have incredible recovery time. Remember, if you don't want any
block damage, cancel any projectile with a Charging Star. His Cartwheel move gives
you the oppurtunity to sneak up behind opponents and let them feel America's might.
Plus, it's also a great way to get out of corners to avoid getting trapped by
characters who enjoy trapping and opponent and pummeling them out. Never
Underestimate the defensive power of the Hyper Charging Star. It grants invincibilty
to anything, and I do mean ANYTHING, even most Supers. Also, it can be brought out
from a block, so when your opponent throws something, block it and throw a
surprising Hyper Charging Star which can really fool some opponents who think you're
still blocking. Hell, I once went through three guys who did a Hyper Combination on
me, (Morrigan, Gouki, and Iron Man.) If your close enough, like I was, Cap shrugs
off their Supers and make'em it sheild! All THREE!!! AHHAHAHA!! But , if say, your
at the end of the screen, what will happen is, they throw their Supers and when you
throw yours, you cancel out their Supers, taking their shots like a man, a receive
ZERO block damage. Incredible.
Against Captain America - This one is dangerous. Always expect Cap to Cancel
everything. Just wait your ground. Cap always throws Sheild Slashes, but once in a
while, he lets go of a Charging Star or Stars n' Stripes. When the sequence ends,
counterattack. His worse recovery time comes from using these moves. It's wven worse
during a Hyper Stars n' Stripes Super, the only one in his Super arsenal which has
any recovery time to speak of. (Final Justice has almost none and Hyper Charging
Star, when block, pushes Cap away from you.) Don't pursue an attack after he blocks
a projectile, because chances are, while he's blocking, a Hyper Charging Star is
just waiting for you to come closer. When faced with a Hyper Charging Star, do not
attempt to cancel it, especially if it's close, (yes I know that there are big
players out there who have practiced Canceling out this Super, but, again, this is
for the players who would just like to play it safe.). Either block it, or Hyper
Jump o!
f over it if you don't want any block damage. Learn to see where he goes when he
does a Cartwheel and block appropriately. No need to get smacked from behind. Then
counterattack like a good little soldier.
13. Spider-Man - The accursed insect is here AGAIN!!!!! UGH! Is it just my
imagination, or has he gotten faster and more agile than before? I dunno. I've never
been much of a Spidey fan.
Quote: ''You're not so tough! I expected better." (MSHVSSF)
Assist Types:
A: Web Ball
B: Web Swing
Y: Spider Sting
Launcher - Standing A twice/ d+WK, MK, standing HK
Special Moves:
Web Ball - qcf + P (can be done in air)
Web Swing - qcb + K
Spider Sting - dp + P, then P again for a second hit
Web Throw - hcb + P (can be done in air)
Super Moves:
Max. Spider - qcf + PP (can be done in air)
Crawler Assault - qcf + KK
Ultimate Web Throw - qcb + PP
The one thing on my mind whenever I watch him fight is that, why does he looks
so different from the rest of thefighters? It seems as though, when you use him, he
doesn't seem to blend in with the background? Hmmmm...Also if he wins, it's "One for
J.J." If not, well it's "None for J.J".
Using Spider Man - Bad thing about this guy is that none of his moves are Cancelable
into Supers, (probably except only for his Crawler Assault(low C, d+HP, then qcf +
KK) or so I've observed watching other Spidey players play.) That's their same
complaint here. Cammy's Lock On is the same like Spidey's Max. Spider, yet this one
can't be Canceled into from the air, unlike the Lock On which will be discussed
later on.) however, his Max Spider can only be Canceled when you throw an LP Spider
Sting then quickly cancel to Max. Spider before they fall to the ground. This is
very difficult to do and timing and practice is necessary to get this baby. But his
Supers DO come out mighty quick. Well except for the Ultimate Web Throw. Spidey is
still a very fast character, so use that speed. Jump in and out of fights, spin an
opponent's head in wondering from which direction you will strike next, and use
Spidey's speed to take maximum advantage over blocked Supers, missed special moves,!
or a miffed combo. Tossing Web Balls to stun an opponent for a while gives you the
chance to pummel the trapped opponent senseless. Toss Web Swings when they least
expect it and learn to keep your distance from the stronger fighters. Spider Sting
opponents who like to go in the air or better yet, throw a HP Web Throw (goes
straight up) at an opponent above you to swing him/her back down to earth. Be
careful about throwing Supers out of the blue, especially his Max. Spider, because
of the, you guessed it, recovery time. If blocked, these Supers can sign your death
warrant. Also, it would be great to choose the Throw Assist Type of Spider Man.
Surprises foes who get a bit too close to you.
Against Spiderman - Use fast characters against him to keep him off his feet. One
thing irritating about him is that his attacks seem to always to be able to strike
you first. Dash in, block and combo. Always keep an eye out for a Super. Learn to
recognize the Max. spider. Block it and when he begins to jump back after a blocked
Max. Spider, let him have IT!! For those of you Captain Commando users (WHHOOOO!!
PHWEET!) I'm sure you know Spiderman's weakness when the CPU plays him. This was
evident in MVC. If not, here it is. Hang all the way back in the end screen using
Capt. Commando, then fire a Captain Fire. Spiderman will block it and Hyper Jump
towards you. Move two steps back, wait for him to land, and the instant he does,
let'im have it with a powerful Captain Corridor which will throw him right back to
the other end of the screen. Repeat process, because the CPU just doesn't want to
learn until he croaks!! Some practice will be necessary to get this move right, but
wh!
en you do get it, consider a Spidey victory in the bag.
14. Silver Samurai - Hmmm. Never saw him for quite sometime now. His last appearance
was in XMCOTA. And now he's decided to resurface after all these years. Will wonders
never cease.
Quote: "For what cause would the Silver Samurai draw his sword on your behalf?"
(XMen Annual #3)
Assist Types:
A: Sword Storm
B: Shuriken
Y: Launcher
Launcher - d+HP
Special Moves:
Shuriken - qcf + P (can be done in air)
Sword Storm - P repeatedly or dp + P,
Dashing Storm - While in Sword Storm, f, f
Super Moves:
Triple Shuriken - qcf + PP (can be done in air)
Lightning Sword - qcb + P
Ice Sword - qcb + LK
Fire Sword - qcb + HK
Thunder Storm - Switch to Lightning Sword Mode, then qcf + KK
Infernal Hurricane - Switch to Fire Sword Mode, then qcf + KK
Glacial Rush - Switch to Ice Sword Mode, then qcf + KK
Every time he moves, he always seems to groan. Wonder what's so painful. It's
like he's doing all the screaming whenever he moves just to lessen the pain of
whatever ails him! NEEYAAAAWH!
Using Silver Samurai - This one is probably just as slow as Captain America. Also
his launcher comes out pretty slow, so you'll have to learn how to mix it with some
button combo or better yet, stun your opponent with a jumping HP hit, then quickly
follow up with d+HP. The Shuriken attack is a multi-hitter, even when blocked, so
for all you cheese fighters out there, remember that. Try incorporating that into a
combo, i.e after launcher, A, C, A, C, then qcf + P for a bigger combo. Or even
better, qcf + PP for REAL damage. The Sword Storm comes out pretty fast. Use it to
corner opponents who seem too fast for you. If you want, you can even move while
doing the Sword Storm, taking out more damage. But Samurai's real strength lies in
his ability to switch elements on the fly. Think of Gen of Street Fighter Alpha.
Only instead of switching styles, Samurai switches the element of his sword.
>From ice, to fire, to lightning. Hang back once in a while to switch his elements.
Don't worry about counterattacks. Every time he switches, he uses up a Super Meter.
That's the bad thing. But when he does it, it looks like he's about to throw a
Super. That's good, because most fighters will instinctively block, thinking that
you're about to release a Super, giving you enough time to for a quick change.
Switching also increases your strength in different ways, with fire being the
strongest, (or so I've been told). However, remember that each element has a time
limit of its own. It comes out very slowly, but that's no reason to just hang back
like you're taking a walk in a the park. Take it to your opponent while the element
is still fresh, (Mmmm, like baked hot bread. Whoops! Getting away from the subject.
Anyways...) Each element comes with it's own kind of Super. That's a good thing. Ice
element has a low running Super which must be blocked low or Hyper jumped over. Fire
has a vertical Super which can be chained with a launcher. If timed right, it can
take out a 25-37 hit combo. Lighting has the strongest Super, because it can catch
foes in all directions. An electrical scattershot. Keep you're opponents' heads
spinning with occasional elemental switches, and sooner or later, they'll forget
which element uses what Super and you can nail them good.
Against Silver Samurai - The CPU version is just as pathetic as the CPU version of
Cable. No worries there. Just hit him with quick jump kicks and button combo chains
and he's yours for the taking. The danger are the HUMAN fighters. If possible,
cancel out the Shurikens with a projectile of your own instead of simply blocking
them for less cheese damage. He's reasonably fast, so keep your guard up. Always
keep your eye on his sword. Don't try to rush in when he switches elements. His
animation for Supers and elemental switching is one and the same, so it's hard to
tell whether he's just in for a change or he's about to throw a Super. However,
when you see him shaking with his sword flashing colors, that's a change. Don't be
so quick to rush into him or you'll get your head. Time everything just right in
order to take him out. Use fast characters on him and call out the reserves from
time to time. Learn to recognize his elements by looking at the state of his sword
to preven!
t confusion. When his sword starts to sparkle like a diamond, that's Ice. That's
the signal that when a Super comes out, block low. When it smokes and sometimes
glows orange, that's Fire. That's the signal to cool your jumping feet for a while.
Do NOT jump towards him or you get blown away, for the Fire Hurricane
can come out pretty fast. When it has little crackling lines traveling across the
blade, that's Lightning. General blocking will save you from electrocution. Learning
to recognize it will not only add to your trivia knowledge but will also prevent you
from eating a Super because you failed to take the proper safety measures and block
properly.
15. Omega Red - So, comrades. Arkady is back to kick some hiney! Wonder why all the
Russians fighters are coming back. Must be one big get together.
Quote : "Destiny shall light me a path to victory." (MSHVSSF)
Assist Types:
A: Carbonadium Coil
B: Omega Strike
Y: db + HK Attack
Launcher: Standing A2x
Special Moves:
Omega Strike (Horizontal)- qcf + LK
Omega Strike (Diagonal) - qcf + HK
Omega Strike (Vertical) - qcf + KK
Carbonadium Coil (Horizontal)- qcf + LP }
Carbonadium Coil (Diagonal) - qcf + HP } - (all can be done in air)
Carbonadium Coil (Vertical) - qcf + PP }
Snapback - While in Omega Strike, press b + K to return to original position.
Life Drain - Press P rapidly when Carbonadium Coil connects.
Coil Slam - Joystick direction + P
Super Moves:
Omega Destroyer - qcb + PP
Omega Smasher - in air, qcb + PP
Omega Red has become faster after coming out of the Capcom freezer. Dangerous
Red sonuva... if I'd ever seen one.
Using Omega Red - Now, this guy is sort of as fast as Captain America. So don't rush
in too quick. Wait. Take advantage of every mistake your opponent makes. Also, to
further confuse your enemies, throw an Omega Strike at his/her direction. If
blocked, quickly Snapback. Omega Strikes, on their own, have horrible recovery time,
and that is what most players expect. After a blocked Omega Strike, most players
will pursue with a counterattack. So surprise them with either a Snapback, make them
think that when they block it, you will continue going straight forward. After
Snapback, throw a quick Carbonadium Coil before they recover from that nasty
surprise. Or after say, a Vertical Omega Strike, you throw Carbonadium Coils two
times. Most people expect you to come down after a blocked Omega Strike. Very few
expect you to throw a Carbonadium Coil and they get sucker punched by this surprise.
There will be those who think this move cheap? Well screw them! Here's a little
trick a friend of mine, Doods, taught me. First launch your foe in the air, then A,
C, A, C, then cancel it with a WP Carbonadium Coil. When you catch your opponent
with a Carbonadium Coil, drain a small amount of life with Life Drain,then, before
Omega Red drops'em, Coil Slam your opponent into the air in the u+P direction. Then,
when you let go, your foe's flying straight up, right? Catch'em with a Vertical
Carbonadium Coil. Drain then throw up again, then drain and throw up again. Timing is
necessary to pull this off. You have to make it so that when you toss your opponent
into the air, he / she will be so surprised with a Vertical Coil Slam, that they
won't have time to defend for it and will be usually caught off guard. The maximum I
can do is two. However I've heard of some who have done five or six. If you don't
know what you're doing, try to keep it at a minimum. Know that although you can
probably pull off this trick probably two-four times (usually) with the CPU, HUMAN
fighters are a different story. They can, and will, catch on to your scam. So keep
it to a minimum and don't rely so much on this trick. This is pretty unnnerving
during the first few times, but then if this is all you can do and when people catch
on, boy, will you ever be in trouble! Throw Supers when they least expect it. it
cancels out some projectiles. PLEASE use his Carbonadium Smasher very, very, very,
VERY sparingly. It starts up incredibly slow, and it can be blocked. If blocked yo!
u can get your ass burned for good!!
Against Omega Red - this guy is one mean mother! The CPU version is deadly! Don't go
rushing in like a maddog on fire! This is the mistake most players make which is why
they always get their heads handed to'em. Don't be a sucker. Play it safe and cheap.
Throw Assist characters all the time or when the CPU least expects it to greatly
reduce his life. Also, watch it when he's the Assist character. He has a grab Assist
which comes out fast and has quite a range on it. Watch out for Carbonadium Coils
that seem to come out've no where to grab and drain/throw you away! Block it and
throw a quick countermeasure, most likely a fast-moving projectile. remember that
his Coil can be cancelled with a projectile move. When you do get hit by the trick
featured above, when you get thrown up the first time, always expect a Vertical
Carbonadium Coil to chase you up, so keep the joystick in the block direction. Don't
be so quick to give chase after a blocked Omega Strike. When he Snapbacks, !
don't waste time trying to rush him/her to do an aerial rave combo. Forget it!
Throw a fast projectile, or if you're mad at the clown and you want to get down, if
you gots the power, use a Super to blow him/her away! Don't rely so much on
projectiles users because if your opponents see that all you do is sit back and fire
shots with clowns, like say, Megaman, they can deploy an Omega Destroyer to cancel
out Megaman's wimpy shots and smack his stupid robotic head! So knock off the
cheappy fighting! get serious, slapnuts!
16. Magneto - the Master of Magnetism has returned to the game! I really think the
XMen movie did not give Magneto enough justice. Hell, I REALLY think the movie did
not give Magneto enough justice! He's the most pwerful mutant on the earth and in
the movie that's what he's reduced to? The movie was just about as brainless as this
game. No plot, no storyline that jives with what we read in the comics. This is
bull! (In the movie, Magneto look like he just woke up from a hard night's
Oktoberfest!) He's faster, but his power has been toned down a bit. but still, one
of the better players.
Quote: "You have learned a very valuable lesson today. I am powerful and you are
nothing!" (MSH)
Assist Types:
A: EM Disruptor
B: Hyper Grav
Y: Launcher
Launcher - d+HP
Special Moves:
E.M. Distruptor - hcf + P (can be done in air)
Hyper Grav -hcb + K (can be done in air)
Magnetic Force Field - hcf + K
Magnetic Blast - jump, u, uf, f + P
Super Moves:
Magnetic Shockwave - qcf + PP
Magnetic Tempest - qcf + KK (can be done in air)
Waitaminit. If Magneto is here, could it be that Master Onslaught could also
come into the game? No? Why?! Lord Onslaught was the most powerful combatant in MVC.
If a HUMAN player could control him, imagine the power! If some soft little dick
like Thanos can get in the game, why did Capcom exclude the mighty Onslaught?
Pathetic sheep!! Afraid of the power of the Almighty One! I just hope there will be
another XMEN movie with Onslaught as the villain. This time with some sense, please?
That would be awesome!
Using Magneto - Using the Master of Magnetism is quite simple actually. Simply use
his speed to take out your foes. It's a big, big shame that you can't use Magneto's
Magnetic Tempest here like you did in MSH, where it comes out fast and follows
enemies, which made it linkable to aerial button combos, unlike now that it comes
out in scattershot form, since XMVSSF, like Iceman's Arctic Attack, only it comes
out much. MUCH, slower, which will hit only those who are either the incredibly
stupid or the incredibly bad lucked. However, his Magnetic Shockwave comes out
reasonably fast and it is cancelable. Simply do a d+HK attack on your enemies to
trip them and then execute the Shockwave as soon as you see your foe flying through
the air after being tripped Don't wait for him/her to touch the ground. Or you can
use it like a Captain Sword. Launch your foe into the air and Magnetic Shockwave.
Also, if timed right, his Magnetic Sheild will block anything thrown at him. I've
yet to !
see if this works on Supers, but mostly all moves can be blocked by Magneto using
this move without fear of block damage. His Hyper Grav comes out quickly and will
trap unsuspecting foes. So make use of it when the battle starts to get fierce. When
your foes start to dash recklessly, throw Hyper Gravs all around. It's also great
for use as an Assist move. Trap your foes and let your current fighter beat him/her
senseless. Best of all is, Hyper Grav can follow your foes to a certain distance and
it cannot be canceled by mere projectiles. Only way to cancel it is to hit Magneto,
which will be tough to do if you throw the Hyper Grav in the air while your opponent
is on the gorund.. Lastly, Magneto may be throwing beam projectiles, but that
doesn't entitle him to the "Cheapo" ranks. Why? Because his E.M Disruptor Blast
comes out with some lag time and when it hits it only hits once. It doesn't
come out as fast as some of the projectiles. So, Magneto users, take it to 'em like
warriors!
Against Magneto - He's one of the easiest fighters in the game. CPU version is
pathetic. HUMAN fighters are dangerous, but you can overcome them. Simply watch out
for all of his projectiles and measure their recovery time. Hyper Gravs, when
blocked, leave Magneto open for a few seconds, so block and counter. Also, E.M
Disruptor, if blocked near him, allows you to get into Magneto's face. Also, keep an
eye on his Super Meter. His d+HK attack, when blocked, serves as a window of
oppurtunity. However, it may be Canceled immediately with a Magnetic Shockwave by
the craftier fighters. So keep one eye on the Super Meter and don't just rush in,
because you ust might be eating his Magnetic Shockwave. When you see a Magnetic
Tempest coming out, don't grin and say, "No threat." and Hyper Jump over Magneto to
attack him from behind. The Tempest may just be a screen for a quick Crossover
Super. The Tempest sets you up, and when you Hyper Jump behind him to avoid it, a
sudden Crossover Super from the next fighter might knock you down, leavng you with
your jaw hanging open and your eyes wide in disbeleif for being one big jackass. So
learn to recognize screen tactics.
17. Iron Man - Oh yes. The founder of the "Cheapo" rank has returned and he is just
as pathetic as ever. Cheap ass!
Quote: ''I've fought A.I.M flunkies tougher than you." (MSH)
Assist Types:
A: Uni-Beam
B: Repulsor Blast
Y: Launcher
Launcher - standing WK twice
Special Moves:
Uni-Beam - qcf + P (can be done in air)
Repulsor Blast - qcb + P
Bomb - WK+HP (can be done in air)
Flight - qcb + K
Super Moves:
Proton Cannon - qcf + PP
Hmph. Mr. Cheapo himself has returned and there seems to be no changes at all.
Plays like War Machine only without the War Destroyer Super.
Using Iron Man - All I can advice you on is to play the (ugh!) Cheapo way, in which
you (yeech) sit back and ( ugh!) fire
away with his Uni-Beam. (I've really got to get the feel of using him, otherwise,
how can you people play with him using ways other than the Cheapo method, eh?
But 3 brave souls have written me recently and have added their inputs. One of which
was Corey Girard who wrote;
"I have recently stumbled across your review to Marvel vs. Capcom 2. I noted that
you needed input on how to use Iron Man. Well here it is... First off, I make the
person belive that Iron Man is slow. I just walk around every once in a while
jumping and performing a special move. Just when the time is right, the opponent
jumps into the air. Repulsor Blast followed by Proton Cannnon. It gets them every
time. But don't do it too often or they tend to catch on. Another great thing about
waiting is when they screw up and perform a special while your still blocking. The
greatest way to counter is simply holding down, WP, WP, Proton Cannon. This places
the opponent in the perfect position of the proton cannon. It is right in the eye of
the beam which provides the most hits and damage. Which is around 45-50 hits.
Another little cheap trick I like to do is his knee dash multiple times in a row. I
recommend doing this once or twice every battle because it frustrates the hell out
of the opponent and makes them tend to screw up more often. To do this jump into the
air and press down+HK while over the opponent, just as it hits, use his fly
technique, followed by another knee bash, which can chain over and over again. I
usually only do it 2-3 times before the opponent realizes what just happened to
them. Those are probably the most effective moves and strategy I know to use
IronMan."
Taylor S also wrote;
"hey man there are many ways to use iron man without being cheap. he was the first
character i used. i'll be honest at first i was one of those cheap guys who used uni-
beam all the time then i realized how to really use him. iron man is fast. very
fast. and this comes as a great advantage. the only problem is u have to be in close
to get him to work. you can accomplish this by dashing in then use wp , hk to launch
them. then in air you have to dash a lot to get anything to work. use some wp, wk,
and a hp which can be directed either diagonally up and down or straight out then
finish it off with a uni-beam. aslo contrary to popular belief the proton cannon can
be linked into combos which is really good. cause it does some massive damage. the 2
ways i know of on how to link it is crounching wp twice puts them into a mini lauch
and then go into the proton cannon. but u must be very fast to pull it off. i've
only done it a few times myself. another way is to get them into a repulsor beam and
cancel into the proton cannon. my personal favorite is to get them with jin or
akuma's expansion assist (where they do hurricane actions to hold them in place) and
then let fly with the proton cannon. guys jaws drop when they see their character
lose up to 1/2 life between the damage of the assist and the super. very pleasing to
watch. his assist is also great to get those pesky fast characters away. so all in
all i think he is a good character. you just have to figure out how to use him
without being cheap."
Finally TheKatchoMan writes;
"1- he dashes pretty fast, so just dash-in and immediatly follow up with aa HK(his
best launcher if you ask me) then just air-combo (lp,lk,mp,mk, and follow with
unibeam) the opponent's ass. you can also add a lp before the laucher but no more,
or else it becomes very hard to perform. just repeat until death.
2- the second way is to put him as an assis charactor with the beta type. make sure
that the charactor you use is a very good air-combo performer(i.e. gambit, storm,
rogue strider and, many more). When you call him he will use the repulsor blast, and
if timed correctly, will lift the opponent in the air. This is the perfect
opportunity for you to launch an air-combo and cause heavy damage to the ennemy.
This is a great way to use him and by immediatly going on the otherside of the
opponent, ( i.e. you, opponent, ironman) it becomes very confusing. If you can
master the assist, this is deadly!"
well, thats the best i can give you for iron man, and although i dont quite like
him myself, he dosn't have to be a cheap charactor if you know how to use him (just
like cable and daddy"
Give a hand to these 3 brave souls. Because of people like them, real Iron Man
users can hold their heads up higher.
Against Iron Man - Again, the CPU version is pathetic. Play against him like you did
in MSH. HUMAN players are the problem. But also quite easy to manipulate, unless
they are that damn good, into making horrible mistakes. Jump towards Iron Man to
make his players throw an automatic Repulsor Blast, (Most players are fooled with
this). It pushes you away to a short distance while the Repulsor Blast finishes its
animation, leaving Iron Man open for some time. Use that time to kick his ass so
badly with your best button chain combo, or, better yet, a Super to really make him
feel it! His Uni Beam comes out pretty slow, and takes quite a while before it ends.
So jump over it while it runs its course and smack ol' Tin head in the face, then
give it your best combo. Iron Man can go down in a snap!
18. War Machine - Iron Man's copycat, the VP of the Cheapo ranks, War Machine is
here again. Great. Just what we need. More cheapos! A few changes, but he still
plays the same. Sort of took on Gold Iron Man's style. You'll see what I mean in a
while.
Quote: ''You can chalk this loss up to experience."
Assist Types:
A: Shoulder Cannon
B: Repulsor Blast
Y: Plasma Bomb
Launcher - standing WK twice
Special Moves:
Shoulder Cannon - qcf + P ( can be done in air)
Repulsor Blast - qcb + P
Bomb - WK + HP (can be done in air)
Flight - qcb + KK
Super Moves:
Proton Cannon - qcf + PP
War Destroyer - qcf + KK
Now do you see the difference? Now that Iron Man is back, War Machine's lost
his Shoulder Cannon Beam and replaced it with Gold War Machine's Missiles and d+HP
now gives off a short beam blast. Kind of like Iron Man's reverse moves. But the
missiles come out in the style of the beam and can pack a wallop.
Using War Machine - Not much difference between iron Man and War Machine, so play
with him like you would Iron Man or refer to the (ugh!) guide above. Hey, maybe this
is the only combo I can offer, although it has a fifty-fifty chance of success; C,
Launcher, then War Destroyer. (Someone please teach me how to use Iron Man properly!
No cheapos!)
Against War Machine - Against him?! Are you kidding? See the guide above? Use it.
Play against him like you wuld Iron Man. They have the same moves which means they
have the same weaknesses. Exploit these weaknesses and take the tin men out for good.
19. Venom - Okay, the stronger version of Spiderman comes back unchanged. Hey, but
that's cool. Those who have used Venom before will not be bothered too much with the
changes in MVC2. Most novices use him as one of the fighters to help them get used
to MVC2.
Quote: ''That devil Spiderman will pay for his sins!" (MVC)
Assist Types:
A: Venom Fang
B: Venom Bite
Y: Launcher
Launcher - d+HP
Special Moves:
Venom Fang - qcf + P (can be done in air)
Web Throw - hcb + P
Venom Rush - qcf + K
Super Moves:
Venom Web - qcf + PP
Death Bite - qcf + KK
This one may not be as fast as Spiderman, but a real gamer who knows how to use
Venom well, knows how to use him effectively against all comers.
Using Venom - His Venom Fang takes priority over almost any move, which means most
moves, some of which are projectiles, won't work on him when he does his Venom Fang.
It's also an overhead move, so use it against ducking foes to knock 'em out of
waiting position. It also has great combo-ability. Simply Launch your foe, then A,
C, A, C, D then quickly Venom Fang before the HK animation ends. This is the old
school style of using Venom. Old, but effective. His Web Throw comes out pretty
fast, which means it can lock onto unsuspecting foes who like to rush in, thinking,
"Oh. Venom's a big guy. Slow. Too easy. Rush in and dance." Smile, Web Throw, and
watch 'em fly. Use his Venom Rush to get an extra hit in on unsupecting foes who
rarely expect a Venom Rush to come into their faces. Or use it to deflect jumpers
from getting too personal. Venom is sort of anti-projectiles. Death Bite has the
ability to cancel out projectiles and rush right into your opponents' faces. Use it
against heavy projectile users. His Venom Web gets priority over most moves including
Supers. When your opponent throws a projectile, if you have power in your Super
Meter, don't waste time. Excecute a Venom Web for that projectile to pass under you
and the Web strikes your opponent just before he/she recovers from the projectile
firing animation. Effective? Yes. Cheap? Very. Do you care? Do we care? No. This is
the kind of cheapness that is associated with great gamers. Standing back and firing
away with projectiles is a cheapness for players who would like to pretend to be
good.
Against Venom - Now CPU Venom has that annoying habit of blocking on the fly instead
of taking his lumps like a good boy. He also waits for jumping opponents to jump
near and hits them with a powerful HK attack. So, Rule no. 1, keep jumping towards
him to a minimum. Stick to low-high strikes, because Venom rarely blocks below,
giving you the oppurtunity to knock the floor from under his feet. He also likes to
call constantly to his buddies for help. Don't try to counterattack after a blocked
Venom Fang because one thing's for sure, this move has fast recovery time, plus good
players know to throw an Assist character just in case his Venom Fang is blocked.
Counterattack only when Venom does a Venom Fang which places him in close proximity
with you, giving you the oppurtunity to strike and canceling out his Assist
character before they can even help out. Watch out for Web Throws and the sometimes
surprising Venom Rush which sometimes appears out of nowhere. Jump towards Venom
when you see a Venom Rush headed for you and try not to get too cocky when
you see a player using Venom and dash in. You could go for a ride. Weigh things
first. Do not refrain from throwing Assist characters, as Venom is one of the meaner
fighters in this game. Which is why I suggest using speedy fighters on him, because
they leave venom in the dust. Do not throw anything when you see him glow white.
That's a signal for his Venom Web Super. His white glow grants him temporary
immunity. In short, in cancels out your projectiles and the Web blows you away. Just
block it, because the moment he comes down, if there is no danger of a Crossover
Super, NAIL HIM!
20. Blackheart - He has the potential to be as powerful a fighter as they come.
However, speed is the only difficulty that hampers any Blackheart player.
Quote: "Like father, like son. Suffer!" (MSHVSSF)
Assist Types:
A: Dark Thunder
B: Inferno
Y: Launcher
Launcher - d + HP
Special Moves:
Fire Inferno - hcb + WP
Lightning Storm - hcb + HP
Ice Blizzard - hcb + K
Dark Thunder - qcf + P
Super Moves:
Armageddon - qcf + PP
Heart of Darkness - qcf + KK
Judgement Day - qcb + KK (can be done in air)
He still plays as he did in MSHVSSF. One question that comes to my mind is why
did he bother coming back?
Using Blackheart - Of course, speed is the one and only hamper in the game. He's
even slower than the Juggernaut, which is why, play defensively. Blackheart is
nothing in the speed department and therefore useless in that area. Take advantage
of every mistake your oponent makes. But his dash can also be used as teleport move,
or even as a great evasive move by the better players. Think of it as the
smaller version of Abyss' underground(?) dash. If timed right, when you dash,
projectiles, like the Hadouken or the Psyblast, will go over you and miss you
completely. Bad news is, if you surface before the projectile completely passes you,
like say, a beam projectile, you eat the remnants. Try to measure the firing time
and learn when to dive and when to just block. Blackheart was one of the first
two Marvel fighters to make use of a trapping skill (the other one's Magneto) but
his is simpler. Use his D trap attack to hold the opponent for a while or the B trap
attack to disenable your opponent's blocking ability for a while. When trapped, hit
all opponents with a Fire Inferno, Lightning Storm, or an Ice Blizzard. These are
also great for anti-air attacks against the jumpier foes, because now, it seems to
have followed Storm's Double Typhoon ability of chasing your opponents, coming up
where they stand or in the position they take. A plus for the son of darkness. Very
few of his Supers can be chained into a combo, since he has no aerial moves to stick
the opponent long enough to get hit with a Super (his Traps cannot hit to end an
aerial rave). The only Super which, to my knowledge, that can be chained is a simple
Launcher, then Armaggedon. That's it. However, remember, when Blackheart was in MSH
and in MSHSSF, when he trapped someone, he could only either button comb!
o his
opponent, or Special Move them, but never Super? Well, now, the only Super you can
throw at your opponent when he/she is trapped is the Judgement Day Super, which can
take an incredible amount of life. His power more than makes up for his lack of
speed.
Against Blackheart - For some reason, Blackheart folds up when you rush him.
Especially the CPU version. If you stay back, that's when he's at his strongest,
with his traps and his moves. But if you take the fight to him with you fastest and
strongest chain combos, since all of his moves have horrible starting time, so
Blackheart players have no choice but to block or eat fist when their opponents come
at them, quickly and with precision. Just keep pounding his defense and keep using
your Assist characters as screens to cover up your recovery time when you end your
chain combos. Just be careful, because when you end a chain combo without throwing
an Assist character to back you up, Blackheart players can, and will, make you feel
the pain of a thousand hells. What some of them do while they're blocking while you
whale away with your most powerful combo is they suck in the pain, then give it
right back to you a thousand fold. Blackheart may be slow but his moves pack a
wallop. Also, just be cautious of Assist characters Blackheart might throw at you
while you're firing away, catching you by surprise and giving Blackheart the
breathing space he needs to blow you away. But, all in all, he's one of the easier
characters to beat in the game. Just don't get cocky.
21. Wolverine - The ol' Canuckle head is back in his what? 5th fighting game
appearance? Talk about popular.
Quote: ''You need more experince to beat me, rookie." (MVC)
Assist Types:
A: Berzerker Barrage
B: Tornado Claw
Y: Drill Claw
Launcher - Standing HK
Special Moves:
Berserker Barrage - qcf + P
Berserker Slash - qcb + P
Tornado Claw - dp + P
Drill Claw - WK + HP (can be done in air)
Super Moves:
Berserker Barrage X - qcf + PP
Berserker Rage - qcb + PP
Weapon X - dp + PP
Fatal Claw - dp + KK (can be done in air)
After all these years, I still don't have a clue as to where in the name of all
that is holy does he do the Fatal Claw move. Never saw it in any of the comics.
Where the hell does he do this pathetically useless Super?
Using Wolverine - This one I don't need to advice anyone on. Almost everyone you
meet know how to use this one. Hell, since his debut in XMCOTA, he's been the number
one fighter for most of the players since then. Using him, it's easy to understand
why. He's quick, though not as before, but quick, nonetheless. Even his moves are so
quick, some of them can hit the opponent before he/she can make the next move.
Anything I advice you on is already known by majority of players everywhere and
anywhere. Maybe all I can give you is this combo: dash towards the opponent, A, C,
then Berserker Barrage X. A simple and effective way to gain a quick 20-hit combo.
While it's going on, this Super is also a good starter for a Crossover Super. Also,
I don't care how many of you out there don't like throws, welcome to the twenty
first century. Here's a great combo: launch, A, C then f+B for his aerial grab, then
jam on the buttons when he grabs the foe to add even more damage. Great combo.
Takes some time to get, but hey, well worth the wait. And I do not care what you
Wolverine affectionadoes might think of me, when he does his Berserker Barrage, or
the Berserker Barrage X for that matter, he still looks like he's got something
jammed right up his ass! AH HA HA HA!
Against Wolverine - He can be baited into commiting some awful mistakes. Fake him
into doing Drill Claws, or Tornado Claws by jumping towards him, then block it. When
he jumps back after a blocked Drill Claw, strike him out. If you block a Tornado
Claw, throw a Super quickly. Wolverine is probably the easiest character to sucker
punch alot because all of his moves. Block all of his moves because they have
incredible lag time and take him out. Just be careful of Super Cancels. If you are
certain that there is no way Wolverin can possibly throw a Super Cancel, by all
means, bust him up real good.
22. Wolverine Alpha - Hooooh boy. Someone in Capcom must have said, "Hey! Wolverine
is so damn popular, why don't we give the players the oppurtunity to select two
Wolverines? We can simply make his claws instead of steel into bone and we can call
him Adamantiumless Wolverine!" Oh yes. Just what the game needs. More berserker
short stuffs.
Quote: ''I've had manicures which were rougher on my nails than you were." (MSH)
Assist Types:
A: HP Slash
B: Launcher
Y: Sliding Slash
Launcher - Standing HK
Special Moves:
Berserker Slash - qcb + P
Tornado Claw - dp + P (can be done in air)
Drill Claw - WK + HP
Super Moves:
Berserker Barrage - qcf + PP
Weapon X - dp + PP
Adamantiumless Wolverine!? Are you serious!? It's just a fancy shmancy name!
What they did was change his claws, that's all, and made him regress to the MSH type
Wolverine! Adamantiumless Wolverine!? What a load of crap!
Using Wolverine Alpha - Use the directions above. They both play the same anyways.
However you can end his aerial chain combos with a Tornado Claw, which mysteriously
can now be done in the air. Hmmmmm. Wonders never cease in this game. But even if he
plays like the MSH Wolverine, if some of you are looking for that irritating 99-hit
combo of his which he was notorius for back in MSH, forget it, numbnuts!!
Against Wolverine Alpha - Use the guide above. Both of them are just as predictable,
although, I think Wolverine Alpha's a mite faster than Wolverine. But still,
predictable.
23. Storm - Just like Rouge, the mistress of the weather has returned after a two
game absence. And just as in XMVSSF, there are players who know how to use her in
the cheapest ways possible.
Quote: "You are not worthy enough to challenge my powers." (XMVSSF)
Assist Types:
A: Typhoon
B: Lightning Attack
Y: Double Typhoon
Launcher: Standing HK
Special Moves:
Whirlwind - qcf + K (can be done in air)
Double Typhoon - hcb + K (can be done in air)
Lightning Attack - HP + WK (can be done in air)
Lightning Sphere - jump, qcb + P
Flight - qcb + K
Super Moves:
Lightning Storm -hcf + PP (can be done in air)
Blizzard - qcb + PP
Ororo has returned and I wonder why she even bothered.
Using Storm - Now Storm is one of the females who do not have speed on their side.
She's fast, but not that fast. Must be that cape of hers. Go ahead. Compare her to
the likes of Rouge, Psylocke, Marrow. I dare ya. You'll see that they're waaay
faster than she is, so that means you don't go traipsing around, whacking and
banging all the way. Two reasons for this is one: the aformentioned speed deficit,
and two, she has one of the wildest launchers I have ever seen. What you do first is
try to get the feel of Storm before using her. Try to learn when, after her
Launcher, would be the best time to start a aerial rave button combo. Play safe and
play defensive. Also, get your Assist charcters out once in a while to set your
opponents up for mean combos. Don't go standing in the back and firing away, for
although Storm does belong in the "Cheapo" ranks, she is in no way a good projectile
player. Why? See her Typhoon? Capcom has given her Typhoon a faster starting time,
however, she still telegraphs this move horribly. A slight stall, then fire.
Telegraph. Even her Double Typhoon is slow. When dashing, however, she's at par w
ith Magneto. Ice Storm is a big NO NO when going up against HUMAN players, because
it has the worst starting time in the game, giving opponents sufficient time to
block that move or worse, hit you with a very painful Super/Hyper Combintation
Super. Her Lightning Storm, however, now there's a different story. Comes out hard,
fast, and fills the whole screen. Great for suckering opponents who decide to sit
back and fire away below. Probably the best way to play with Storm is to fake and
thrust, fake and thrust.
Against Storm - The CPU version seems to be a student of Rouge's humanly impossible
combo, but with a twist. She first traps you, goes into that despicable combo all
the while throwing Assist characters at you left and right, knocks you down and goes
through the whole combo again. Best remedy for this avoid getting pushed into a
corner. If you feel she's pushing you to a trap, Hyper Jump or use an Assist
character to widen the playing feild a bit, give yourself some room t'move! Do
not attempt projectile trading unless you have a stronger projectile for her,
because Typhoon is like a Beam projectile. It cancels out lesser projectiles and
smacks you square in the face. However, Storm plays initialy alot like Cable, or
probably worse, because jump attacks always make contact, or high-low strikes take
her out. When her life bar reaches 50%, the CPU becomes pathetic. Easy win. Also,
I've noticed that alot of players who use Storm like to hang back and use the same
tactic in XMVSSF to gain an easy victory by constantly using Double Typhoons to trap
an enemy, keep him/her there, then slowly drain away his/her lifebar. The ultimate
cheese move! However, do NOT be afraid of that. NO NO NO! I'll admit. The Double
Typhoon is dangerous because it comes up from where you're standing, surprising you
sometimes. Well yes. Double Typhoon is dangerous...only when it hits the place it
thinks you'll be in! Learn to recognize the animation for Double Typhoon (shouldn't
be too hard. Storm first thrusts her arms forward, screams out the name of the move
then fires. that's all the time you'll ever need.) Moving two steps backward or
forward from the spot you were standing on will leave that Double Typhoon grasping
at nothing but air. It still amazes me how alot of players are suckered in by this
move. After neatly evading this patheticaly slow move, counterattack in the w!
ay
you thnk is best. I recommend a Super. But as always, caution is best, because she
could throw a powerful Lightining Storm at you, which, if close enough can drain
about 75% of your life! Keep an eye on the meter and attack wth precision and
caution.
24. Doctor Doom - Whoa! The Latverian Dictator is usable, after all that time in the
MSH game. At last, we get to find out just how damn strong he is.
Quote:''Cretinous children! You would match wits with Doom?"
Assist Types:
A: Photon Shot
B: Molecular Sheild
Y: Plasma Beam
Launcher: d+HP
Special Moves:
Plasma Beam - qcf + P (can be done in air)
Molecular Shield - hcb + K
Photon Shot - hcb + P (can be done in air)
Super Moves:
Electric Cage - qcf + PP
Photon Array - hcb + PP (can be done in the air)
Flame Javelin - qcf + KK
He's usable in the PSX game of MSH with the help of a Gameshark(see below).
However, I heard he's usable with just the right button combinations. I do NOT know
what that combination is. But I can refer you to my friend Anthony Palma at
zaku@eudoramail.com. He's been using button-combo cheats since the Famicom came out.
Ask him real nice and tell him who sent you.
Using Doom - Before we begin, some of you might be wondering, "Where's he's other
Launcher? Doom should have two Launchers, the standing C2x launcher. Where is it?"
To tell you the truth, that Launcher?....STINKS!! The moment it makes contact, it
knocks your opponent so high up, that you can't get a decent air combo in. It's
better to use the d+B Launcher instead. Trust me on this one. I should know. I lost
several times using Doom before I found out that his better Launcher was the d+B
Launcher. You could say I found out the hard way. Anyway, just like in MSH, he has
playable speed. Not too slow so as to bog you down, but not too fast either that you
go dashing in and out of fights. Somewhere in the middle. His Plasma Beam should not
be mistakened for another Iron Man/War Machine/Cable type of projectile, almost like
Magneto's. It comes out with quite a stall and hits only once (but it takes an
impressive amount of damage for a one-hit beam). It even stalls after firing. Use
it to keep jumpers away from you while you plan your strategy. His Photon Shot and
Molecular Sheild are good at canceling projectiles, except the Beam kind, and
protecting you from up close physical attacks. They even push a blocking enemy away
for a while. Try to do his Photon Array on the ground to surprise jumping foes,
because even if they're behind you, this Super really gives new meaning to the
term, ''spread shot''. Jump up and rain down on unsuspecting ground opponents who
like to do some baiting. His Electiric Cage comes out quite fast and is perfect
against Charge/Impact Supers (it's pretty obvious it won't Cancel out Beam Supers.
That's what got me killed in the first place. My Electric Cage couldn't Cancel out
Cable's Viper Cannon, which is why I suggest keeping this down to a minimum when
dealing with Beam Users. However, I'm not too sure about the other Beam Supers. E-
mail me and tell me your story.) Probably his only Cancelable Super is his Flame
Javelin. Simply Lancher then Flame Javelin (sortuvlike Captain Commando's Captain
Sword and Magneto's Magnetic Shockwave. I don't know about the others but I'm on it.
I'll let you know as soon as possible.
Against Doctor Doom - Funny thing is, CPU Doom? HE HASN'T CHANGED MUCH FROM HIS
STINT IN MSH!! AH HA HA HA HA HA! Which means, the way you played against him in MSH
is the same way you should play against him in MVC2, but this time, you're faster,
meaner, and have Super Cancels to boot. Heh heh heh. Need I say more? HUMANS....big
problem. These players have something known as a ''brain", especially the good ones,
which makes going against Doom pretty tough. But there is always a way out of
everything, right? No one can be that damn good without having any weaknesses. His
Plasma Beam has a slight stall before beginning. Just a slight stall, not really
that long, probably a fraction of a second, but once you recognize it's start up
animation, it's an easy matter to jump over it before it comes out and knock him in
the head, or block it near him and counterattack. It's only his Molecular Sheild and
his Photon Shot which seemingly have no ordinary way around them, well except if
you block it near then push away so as to keep him near because Doom has a slight
stall animation after these two moves come out, then strike him dead. Very few throw
Flame Javelin Supers out of the blue, but when they do, laugh at so stupid a
mistake, and throw a Super of your own. His Electric Cage can be Hyper Jumped over,
so do so and knock him into next Teusday or whichever day you prefer. It's only his
Photon Array Super which seems to have no weakness whatsoever. This one is only
Cancelable with a Beam Super and even if you do hit him with a Beam Super, some
remnants of his Photn Array still hits you, which make knock you out of your Beam
Super. So the only option left to you is to block it, bear it, and say, "Man! Is he
ever gonna pay
for that!"
25. Shuma-Gorath - The squid's back. And for the life of me, I still do not know
where he/she comes from, who he/she is, and what is his/her motives in the comics.
Is Shuma a guy / a girl?
Quote: "Perish, you insignificant little flea!" (MSHVSSF)
Assist Types:
A: Mystic Stare
B: Mystic Smash
Y: Mystic Stare
Launcher: standing WK twice
Special Moves:
Mystic Stare - Charge b 2 sec, f + P
Mystic Smash - Charge b 2 sec, f + K (can be done in air)
Devitilization - hcb + K
Super Moves:
Hyper Mystic Stare - qcf + KK
Chaos Dimension - qcf + PP, grab with HP or WP (Level 3 or more)
Mystic Slam - qcb + KK
Come on. I'm curious. What is Shuma? Where does this squid come from?
Using Shuma Gorath - With decently good speed, Squiddy is pretty fast in this game.
Also, if done right, its dash can go under some projectiles, even some Beam Supers,
if done right. Careful when doing its Mystic Stare. When blocked near, you leave
yourself open to a pretty long stall. The good thing about its Mystic Stare is that
it cannot be canceled by a simple, one-hit projectile, such as Hadouken, Megaman's B
shots (except for the runt's Plasma Cannon) or Soul Fist. The other plus with
this move is that if it does make contact, it gives you an automatic 6-hit combo,
then the eyes sticks. Now if you don't get hit by your foe or if he/she doesn't tag
out, the eyes will then detonate, giving you another powerful, unblockable hit. Of
course, if your opponent does hit you, it cancels the Mystic Stare's effects. But
hey, it's nice to dream, right? Its Mystic Smash is a great way to end an Aerial
Rave combo. Launcher, A, C, A, C, then Mystic Smash above. Also, it's a great way to
surprise foes from above, especially baiters. You jump over them, then, just when
they expect you to come down and release their guard, you throw a surprise Mystic
Smash. 6 hits and all very painful. Make use all the time of its f+D grab. This, as
some know, is its Life drainer grab which replenishes a little of your life. Also,
if it does make contact, jam on the buttons to give you even more life. Use this
move often to stay alive. His Devitalization comes out quick and is very easy to do,
but it's got to be done within a certain range. try to trick opponents into coming
close to you. Block attacks, but keep yourself close to him/her, then let it out,
baby! His Supers, strictly speaking, SUCK. Well....maybe suck is too harsh
a word. How about...PATHETIC?! His Hyper Mystic Stare comes out with a slight stall
and Heaven help whoever gets hit with this Super. His Chaos Dimension is somewhat
good, but just like the Devitalization, it needs to be within a certain range to be
effective. Only this Super needs to be even closer than the Devitalization, with so-
so damage. So make use of his moves more often than his Supers. It'll be more worth
your while in the long run.
Against Shuma Gorath - One thing that has improved its is its speed. other than
that, it still plays like it did in MSHVSF. Pathetic and suckerable. CPU version
only for you, because I have never gone up against a Shuma Gorath user. Hmmmmm.
Anyways, keep pouring in those jump attacks because it rarely blocks oiverhead
attacks. but the best way to play against it (because although it's not that hard
to beat, it does however like to toss around Assist Characters whenever you least
expect it) is to wait and bait. When it rushes back, it likes to toss Mystic Stares.
These are very easy to hop over. So do so and kick its ass (if it had one). Also, if
you bait it long enough by jumping towards it, Shuma will suddenly throw a Mystic
Smash. When you block it, rush it, because as I have said above, when Shuma's Mystic
Smash is blocked, it jumps back a bit during recovery. Rush it, Launcher and let the
good times roll! Don't let him get too near you because the CPU has a nasty habit of
giving a Devitalization when it gets close enough. Its Hyper Mystic Stare is nothing
to worry about, since it comes out pathetically slow, (but not slow enough to be
unable to catch unsuspecting players napping) giving you time to jump over it, or
Hyper Jump over it because it doesn't go up that much. It's range is purely
horizontal. Vertical range is out of the question. So go over the Super, get behind
Shuma and give it your best shot.
26. Spiral - The 6 armed witch is back after so long an absence, and only time will
tell if she will fit right into the MVC scene.
Quote: "If you take all the eyes that you have been given and still choose to remain
blind, how am I to blame?" (X-Men # 24)
Assist Types:
A: Single Sword Toss
B: Sword Barrage
Y: 6-Arm HP Attack
Launcher - d + HK
Special Moves:
Dancing Sword - hcb + P
Single Sword Toss - Press WP during Dancing Sword
Sword Barrage - qcf + P during Dancing Sowrd
Scatter Shot - qcf + K during Dancing sowrd
Six-Hand Grapple - dp + P
Super Moves:
Dimensional Dance - qcb + PP
Hyper Sword Dance - qcf + PP
Speed Dance - qcb + KK
Strength Dance - qcf + KK
When she's not getting down, jamming on with her opponents, ever wonder what she
does with 6 hands? Besides hitting?
Using Spiral - She's quite fast, I'll give her that. However, her jumping ability
sucks tons! She sort of floats for a while when she jumps towards her opponents,
decreasing the power of her jump a bit. But as the users goes on, they may be able
to go around that little problem. Her Sword attacks are pretty good. takes out alot
of damage. However, you should learn to budget this move. "Budget? How?" you ask?
Well, when you throw a Dancing Sword move, 6 blades come out, (I know this is pretty
obvious to hardcore players, but this is for beginners). Each blade is one long
range shot which takes out block damage and can strike an enemy from afar which adds
even more power to Spiral's already long reach. Now, what you want to do is; if
you're attacking an enemy, you might want to keep him or her away as long as
possible. So you throw it one by one. Also, try to trick opponents into making a
move with long recovery time and hit them with one of Spiral's blades, kind of like
a long range suckerpunch. It can even cancel out projectiles, leaving you with five
more for the count (unfortunately, beam projectiles will disperse the blades and hit
you. Sorry.) Mix your battle with moves like the Sword Barrage and the Scatter Shot.
These also keeps enemies at bay, especially the runners and can even strike them
when they're waaay up there as a result of a Hyper Jump. Of course, down side is, if
you get hit, Spiral loses the swords swarming around her. Think of that runt
Megaman's Leaf Sheild. If you block, the swords will stay. If you get knocked in the
kisser, then you lose your swords and you have to do the Sword dance allll over
again. It's that simple. When you do get the chance, use a Speed or Strength Dance
to even increase her chances of winning. Her Dimensional Dance comes out very
quickly, which is why you should use this when your foe least expects it. It comes
out fast, has the ability to shock your opponent, and has a massive 26-27 hits
since it gives out smacks from the entire Marvel Team. An awesome Super. Her Hyper
Sword Dance is slow. VERY slow, Emphasis on VERY, when it comes out. Not good to use
against any opponent unless it's the CPU or some brainless fool who challenges you,
because this takes some time to come out, in which the opponent can do three things.
Either block it, Hyper Jump over it, or worse, Super you out. Try to keep the use of
this Super to a minimum.
Against Spiral - No one has ever challenged me using Spiral, probably because
everyone is still experimenting with her, as am I. So, I can only give you the CPU
version for now. Simply put, the CPU is pathetic, especially when Spiral is the last
opponent. Plays just like Cable. Very susceptible to jumping attacks. You have to
watch out for her when she's one of the earlier characters, like say the team
leader, because she really enjoys calling for Assists. What you want to do is to
simply make sure that Spiral does not get the chance to make use of her swords. It's
that simple. If you can prevent her from calling out her blades, then the game is
yours. Do so because in desperate situations, the CPU can do some pretty crazy
things with those swords, some humanly impossible to do when using her. I
found that out the hard way. Lost my entire team to the CPU because I made that
mistake. So when you face her, rush her, don't give her a chance to do some magic,
throw some of your own, whether in moves, Assists, or Supers. In a while, she goes
down for the count. HARD.
27. Sentinel - Now here's a character whom I thought I would never see participate
in an MVC game.
Guess I was wrong.
Quote: ''Mission completed. Mutant terminated" (What they say in mostly all of the
comics they've
been in.)
Assist Types:
A: Rocket Punch
B: Launcher
Y: Sentinel Strike
Launcher - standing HK
Special Moves:
Rocket Punch - qcf + P (can be done in air)
Upward Rocket Punch - dp + P (can be done in air)
Sentinel Force - qcf + K
Flight - qcb + KK
Super Moves:
Plasma Storm - qcf + PP (can be done in air)
Sentinel Storm - qcf + KK
Is it just me, or is this thing probably the coolest character in the game. I mean
by looks alone. Incredible. If the Sentinels really looked like this in the comics,
that would be awesome! He looks like something straight outta Gundam or some other
crud like dat!
Using Sentinel - He's still powerful, I'll give him that. His dash is amazingly
quick for someone of his stature. Even faster than the Hulk's. What's even better is
that the Super Armor of Juggernaut is with him. Think of it as the combined might of
Juggernaut and Hulk and the speed of Colossus. Drawback? His jumping attack is like
Spiral's only a tad slower, with alot of emphasis on the 'float'lag time. Also,
Sentinel's Launcher is telegraphically slow. And when it gets blocked or it misses,
this places the big guy in a very BAD position. His Rocket Punch come out pretty
fast and can catch opponents napping when thrown right. LP sends in diagonaly down.
HP sends it straight ahead. But it will take some time before you master combining a
rocket Punch to end an Aerial Rave combo. His Sentinel Force is good in keepin
opponents at bay. The type of Sentinal Force attack depends on the strength of the
Kick. LK sends them dashing towards the enemy. HK sends them over the enemy, raining
bombs on them. Don't be using his Flight too often. It renders him defenseless
against attacks since it robs him of the ability to block attacks. His HP attack is
an automatic beam attack which sort of makes him like Megaman. Sort of. The only
reason this move can't be registered in the same bracket as Megaman is because it
has a stall in coming out and it really doesn't do that much damage. (He SPITS it
out! What've we become!? SPITTERS!!??) Don't try doing his Plasma Storm all the time
on the ground. It comes outlike Chun-Li's Kikoushou, only it comes out in front of
Sentinel and it only goes until his waist. So no dice there. But if you do it in the
air, now that's a different story. Launcher, A, C then Plasma Storm. It comes out
like sortuva rushing dash like Jill's Shoulder Cannon. Here's an idea. try ending
the aerial rave combo with a Rocket Punch THEN Plasma Storm. Heavy hittng! Another
incredible Super of this fighting machine is his Sentinel Storm. Doesn't come out as
fast as his Plasma Storm but it does the job. Almost like Spiral's Hyper Dancing
Swords. Only faster. When you get desperate, he recovers so fast from this Super
that you can throw another one the moment the last one stops. Finish up your entire
stock of Super meters.
Against Sentinel - Play against him like you would against the Juggernaut, but use
the same kind of caution on him like the one you would give against Colossus. This
guy is fast, mean and has enough power to take you out in seconds. But still, the
CPU version isn't that hard. Plays almost identical to the Juggernaut. So take the
fight to him. HUMANS can pose a problem. The Rocket Punch may be fast, but it has
sort of a slow start up time and recoil time as well. Measure the time it takes for
the Rocket Punch to go and the time it retracts. It may take time but when you
finally get it, every Sentinel users will regret every blocked Rocket Punch. Dont
try to rush in all the time because you might eat Sentinel Force if you're not
careful. Also, jumping all the time won't help, because Sentinel has an awful habit
of grabbing you very quickly in the air. Those little Sentinels can be destroyed,
y'know. A small jump kick or projectile can take out one little bugger. However
you'll have to contend with the other two that follow THAT little bugger. So hit
them with a big Super, preferably a Beam or Charge Super, one that really takes up
alot of space, because when you do that, Sentinel won't be able to block that little
attack. Why? Everytime he calls out those little Sentinels, he assumes a pointing
stance that doesn't end until all the Sentinels have done their business and left
the screen. BOOM! Watch out for his Supers, but nothing to worry about with a ground
Plasma Storm. Just stay away from him and you won't even get block damage if you're
beyond his reach. Watch out for his Launcher, though. Don't expect opponents to
throw a Launcher at you right outta the blue, since it comes out soooo slow. They
might rather throw a Launcher when you least expect it. Sucker punch! That's when
the Plasma Storm becomes dangerous. His Sentinel Storm? This Super is dangerous!
Especially when the Sentinel gets desperate, because he starts throwing them very
quickly and in rapid succession. Don't even think of going behind him because this
is where the little buggers can REALLY give you a beating. So just block and pray
for no cheese K.O, or better still, recognize the start-up animation then fire your
OWN Super before the Sentinels come out. Cancels that mean ol' Super and knocks
Sentinel right out of his microchips!
28. Thanos - Well, Death's son has returned after soooooo long an abscence and just
like Doom, it's pretty neat to be able to use him after all this time.
Quote: "Millions have known death at my hands. Now you will join them!" (MSH)
Assist Types:
A: Mental Lancer
B: Bubble Trap
Y: Launcher
Launcher - d + HP
Special Moves:
Bubble Trap - qcf + P
Mental Lancer - qcf + K
Super Moves:
Power Gem - qcf + PP
Space Gem - qcf + KK
Reality Gem - qcb + PP
Soul Gem - qcb + KK
Sad thing is, you can't pick up the Gems if you hit him with a Super. rats.
Would've been neat though. Oh well. I guess you can't have everything, eh?
In case you're wondering, I don't have anything on Thanos, Using or Against (or
Servebot as you'll see below) since when I finsihed this FAQ the only last new ones
to be released where Felicia and Sentinel. This move list came from Ben Thunder (not
his real name) and a few corrections from the movelist on www.capcom.co.jp. But I do
hear that Thanos plays just as he had done back in MSH, only a tad faster and enjoys
throwing multiple combos all the time, which means that he's as predicatable here
just as he was back in that game. So if you people out there still know how to fight
against Thanos back in MSH, get ready for a ride!
III. Capcom Characters
29. B. B. Hood - Little Red Riding Hood on steriods and with a major attitude
problem! Hood makes her debut on the Marvel vs. Capcom scene far away from the other
losers in the Darkstalker genre and it looks like she's out to leave a very big mark!
Quote: "You sleepy baby. You need a wake-up shot!? HA HA HA!!" (Darkstalkers 3)
Assist Types:
A: Smile & Fire
B: Molotov Flame
Y: Shyness Strike
Launcher: standing WK twice
Special Moves:
Smile & Missile - charge b 2 sec, f +P/K
Hop & Missile - charge d 2 sec, u + P
Shyness Strike - qcb + P
Molotov Fire - dp + P (can be done in air)
Ring Around The Posies - hcb + P (near foe)
Super Moves:
Cool Hunting - qcf + PP
Apple For You - hcb + KK
Beautiful Memory - hcf + KK
I have never, in all my gaming years, seen a game character more twisted and
perverse than this seemingly innocent little girl/killer. I LOVE IT!!
Using B.B. Hood - She's somewhat down in the speed department, but her dash is
pretty much decent. Her Launcher, because of its range, may prove to be a bit
difficult to pull off against opponents, so try to get it very near them. Or simply
suck them in with a jumping two hit C combo, then dash forward quickly while they're
stunned and throw another 2 hit C combo. She has a damaging delay combo when you've
got them in the air. A, C, A, C, stall for half a second, then C, C, then her
Molotov Fire. Don't underestimate this move. Her Molotov Fire does about as much
damage as Dhalseim's Yoga Flame move. Her Missiles go the way of Sagat's (ever
wonder why HE never got a shot in any of the Marvel vs Capcom series?) One goes
over, the other goes under. Learn which is which and keep your enemies guessing.
However, it would not be wise to use this move often, since they come out
ridiculously slow and any fool can either duck or jump over said missile before it
even comes withtinan in! ch of them. Her Cool Hunting is, in my opinion, one of the
most awesome move in the whole MVC2 game! If timed right, it can deal up to 60-hits
of damage! AH HA HA HA!!! POWER!! It comes out quickly, which means this is the
Doomsday Weapon against those of the Cheapo fighters, (except for thos with Beam
projectiles). This Cancels out shots headed her way and makes'em eat lead!! Where
was this girl brought up? So far I know of no Supers of hers which are Super
Cancelable. Her Cool Hunting comes out fast, yes, but not fast enough to Cancel it
with. Her Apple For You move, while very damaging, comes out slower than the Cool
Hunting which gives the opponent enough time to block it. It gets points for comic
releif though. Her Beautiful Memory has potential. I'll get back to you when I do
get it. Bottom line is, Hood is a hunter. So attack cautiously and precisely. Don't
try to go running in and out of fights, hear?
Against B.B Hood - This girl is BAD news. Hers has got to be the most tuned-up
Capcom AI in the game (along with Cammy and Anakaris). HUMANS, I'm not so sure, I
haven't gone up against any B.B Hood users yet. Letcha know on Ver. 2.0 if I do find
a worthy opponent. CPU on the other hand, plays almost HUMAN. Be careful because she
constantly blocks anything and everything you throw at her. Most players I've seen,
even some of the better ones, can only beat her after taking out her mates and try
to damaging her before the clock stops, winning by time over whne they encounter her
in the higher levels. Stage 1-3, no threat. Stage 4-5, visbly dangerous, but
beatable without too much trouble. Stage 6-7? AAAAHHHHH!! Watch out!! She enjoys
jumping over you and tossing a Landmine (D attack) over yo' head which has gotta
hurt! She also throws very unexpected Cool Hunting just when you're dashing towards
her, leaving you wondering where in the name of all things decent did that huge mot!
her of a Super come from. She's also even more dangerous when she Hyper Combos with
her friends!! Whoa! I rememeber the CPU throwing a Hyper Combo at me using Cable,
Iron Man and B.B. Hood. I was dashing in with Captain Commando, see?, coming in to
give the hurt! Then all of a sudden, she HYPER COMBOS me!! My jaw dropped as it
racked up to 137 hits, effectively dropping a full healthed Captain Commando!
AAAARRRRGGHH!! She also has a penchant for tossing out, and making full use of, the
Assist Characters. Just when you least expects it, they pop out! Whoa!! All I can
say is, when playing against her, do two things. First, pray that you encounter her
in the earlier levels, and two, if you're lucky enough, pray that if you do
encounter her in the higher stages, she makes dozens of mistakes to give you the
battle. Hey, like the Church says. A battle isn't always about fighting. Prayer
helps out too.
30. Anakaris - Along with B.B Hood comes another refugee from the Darkstalkers
series. A mummy with an attitude problem! And one of the harder opponents in the
game.
Quote: ''How dare you!? Never interfere with the chosen one again!" (Darkstalkers 3)
Assist Types:
A: Cobra Blow
B: Mummy Drop
Y: Coffin Slam
Launcher: d+HP
Special Moves:
Coffin Slam - d, d + P (can be done in air)
Cobra Blow - b, f + P (can be done in air)
Mummy Drop - qcf + P (can be done in air)
Royal Curse - In air, qcf + K
Super Moves:
Pharaoh Magic - HK, WP, D, WK, HP (can be done in air)
Pharoah Cobra Blow - b, f + PP (can be done in air)
Coffin Rain Blows - d, d + PP
Pharoah Illusion - WP, WP, F, WK, HP
With him, think of Dhalseim who died in Egypt in ancient times while on steroids,
because that is exactly how Anakaris fights.
Using Anakaris - Band-Aid Boy is fast. Just like the Sentinel. Very fast when it
comes to dashing at foes. But when jumping, Anakaris has that, you guessed
it, "floatng" jump also seen in Sentinel and Spiral, only he REALLY floats! His
Coffin Slam can be used to smash opponents who have been tripped, but don't expect
to use this move all the time, since most opponents already know how to roll away
from a trip. A Cobra Blow (why is it called a Cobra Blow? The way it looks like, it
should be called Fish Blow!) is a great way to end an aerial rave combo. It comes
out quick and fast and it has very little recovery time. But in a projectile trade,
the projectile is cancelled but Anakaris gets hit since the Cobra Blow IS part of
his body (duh!) Mummy Drop is good for surprising some of those unsuspecting
opponents, since the distance of the grab is determined by the P you press. And
since the rest of the arm is invisible, the opponent won't know you've just thrown
the move until it's too late! The Royal Curse should not be expected to hit all the
time, and even if it does, it really doesn't do that much damage. But if it does
hit, get ready to laugh your socks off. It be funny! All of his button-link Supers
are incredible visual sights, but sadly unlinkable. (so far as I can tell. But if
you've had any luck in connecting please tell me about it. I love hearing about new
ideas.) And oh yeah, his Pharoah Cobra Blow is determined by button-linkage for a
blow to come out at a certain level. One button throws a blow at head level, another
hits at stomach level, and one more hits at feet level. It takes some time to
practice before you can get which button throws which, but ultimately you'll get it.
Or you can do what I do. MASH those buttons! ALL OF THEM! If all of them connect,
very good.
Against Anakaris - This guy is tricky. Very tricky. You might just say he's a slow
guy but in reality, he's pretty fast when it comes to dashing. He's one of the more
dangerous foes in this game since almost all of his moves have very little recovery
time which you will find very hard to take advantage of. This applies to both HUMANS
and CPU. The worst trick will be to get you downstairs and strike you with a d+C, C,
D combo. This hurts alot. Don't keep running into the fights alot since you might
find yourself suddenly wrapped up and slammed out of breath. Those hands of his
comes out when you least expect it. His Supers come out pretty fast but they go only
to one certain direction. So what you do when you finally recoginize the start-up
animation of his Supers is you jump over him and let'im have it. But this might take
some practice since they do come out pretty fast. Be very careful because if you get
it wrong, you'll find out just how devastating his Supers can be. But probably the
best style against him is to use quicker opponents, take the fight to him and rain
Assist characters all the way.
31. Chun-Li - Now this little girl, the speed queen and, the first female in the
fighting game scenes, I might add, of Street Fighter is back with the same number of
games as Ryu and Zangeif. The popularity of these guys are amazing.
Quote: "You underestimated me. Enjoy your defeat." (MVC)
Assist Types:
A: Kikouken
B: Tenkuukyaku
Y: Senenshouo
Launcher: standing HK
Special Moves:
Kikouken - hcf + P
Hyakuretsu Kyaku - K rapidly (can be done in air)
Tenshou Kyaku - dp + K
Senenshouo - hcb + K
Super Moves:
Kikoushou - qcf + PP
Senretsu Kyaku - qcf + KK
Hazantenshou Kyaku - dp + KK
Hey, Anthony! Have you ever seen the hentai pictures of Chun-Li? It's on
www.kissmehentai.com. Man, she is HOT!! And I just gotta say, I...huh? What about
the readers? Readers? What readers?! What the...? Whoops!! Sorry! Forgot where I
was! Damn! ......Now.... On with the show.....(boy, is my face really red!)
Using Chun-Li - First thing you must remember everytime you play is she is fast.
Second thing you must remember is that being one of the older generation of
fighters, almost all her moves and all of her Supers are Cancelable. When you start
an aerial rave, try ending it with a Hyakuretsu Kyaku. Or if not try this; after
launching, A, C, A, C, d+C, (this is that old d+MK stomp which keeps your foes in
the air) then A, C, A, C, again. Repeat this as far as you possibly can go. Thanks
to Doods for this tip. I could get as much as a 13-Hit combo from this one before
dropping out. Try it and tell me how many hits you guys can get. Her Hienshuu is
perfect for overhead attacks against people who love to duck, especially against
Charge fighters like Guile and Nash. She's not much of a projectile user, since her
Kikouken comes out pretty slow, even her B Kikouken, and she would always lose in a
projectile trade against Beam projectiles. So this projectile is best used like
Nash's Sonic Boom. A screener attack with which to force your foes into blocking or
jumping over you. If he/she blocks it rush'em while they're blocking. Strike them
with low-high attacks or better still, a grab. If they jump over the Kikouken, have
a quick Tenshou Kyaku ready to take them out once they're just within a few inches
of you. She may not be much in the projectle department, but her other moves come!
out pretty fast, so some players do not expect you to throw a Tenshou Kyaku so
quickly or better still a Hazantenshou Kyaku when he/she REALLY doesn't expect it
for more hurt! Chun-Li's Kikoushou comes out quite slow, so don't expect to always
get hits in. Only use it to hit easily suckered opponents or to sheild yourself from
projectile Supers in order to avoid block damage. Her Senretsu Kyaku is cancelable by
doing this, A, C, d+B, then while your opponent's reeling from the HP blow, throw
her Senretsu Kyaku Super to link up with it as fast as possible. Her Hazantenshou
Kyaku can be combo-linked by A, C, then Hazantenshou Kyaku for great effect. The one
thing that's really bugging me is, where is her Shichesei Senkuukyaku!? That move
was not only the most damaging move in her arsenal, it was one of the most
incredible moves I had ever seen, along with the Eternal Slumber of Morrigan and the
Captain Storm of Captain Commando. The others are pretty cool, but these three
Supers were the most awesome Supers in MVC. Now? Weeell....Only time can tell. I'll
try to compile the list of the most awesome looking Supers, for me, in MVC2 (see
below). Tell me what your most awesome Supers are.
Against Chun-Li - Now although Chun-Li's fast, she can make some awful mistakes. Her
Kikouken, when blocked near, a faster foe can shrug it off and strike her quickly.
Trick her into sending a Tenshou Kyaku or a Hazantenshou Kyaku. Block low, then do
low hit-Launcher attacks or strike back with a Super of your own, because although
it comes out quickly, when it ends, she crouches down for a while to probably catch
her breath. Standing attacks go over her head, so low-hit-Launchers all the way or
Super. CPU also has the bad habit of suddenly throwing the Hyakuretsu Kyaku out of
nowhere, which also has quite a recovery time when it ends. Not as long as that of
the Tenshou Kyaku, but still, it's there. Dash in and take her out. Same goes for
her Senretsu Kyaku. Block it to its entirety, then take her out. A Super or, if
you're planning for an aerial combo, throw a Launcher for this one, since low-hit
attacks such as C won't hit her unless you time it right and standing weak
attacks will knock her back, unless you have a quick 2-hit standing Launcher combo,
like Cable's and Cyclop's. Her Kikoushou, although deadly when it hits, is crappy
when blocked, or worse, when thrown far away. When it ends, she pauses for a while,
just like War Machine & Iron Man after a blocked Proton Cannon, only a little
longer. So throw a Super of your own, one that doesn't take too long or dash in and
combo her. Your choice. Be careful because both CPU and HUMAN players like tossing
out Assist characters unexpectedly. Coupled with her speed, this makes her one of
the more dangerous characters. So don't go dashing in just like that. Wait. Bait.
Block. THEN dash in. Just like that.
32. Cammy - M. Bison's right hand assassin is back after a two game rest. And she's
got the right adjustments to be one of the games finest characters. The adjustments
I'm talking about, for those of you who are perverts, are not what you think!
Quote: "Bison and I shall laugh about this tonight." (XMVSSF)
Assist Types:
A: Cannon Spike
B: Spiral Arrow
Y: Axle Fist
Launcher - d+HP / standing HK
Special Moves:
Spiral Arrow - qcf + K (can be done in air)
Cannon Spike - dp + K
Spinning Fist - qcf + P
Cammy Counter - hcb + P
Sky Lance - in air, qcb + K
Rolling Frankensteiner - qcb + K, then HK again when near foe's head
Reverse Toe Hold - qcb + K, then HK again when near body of foe
Rolling Slider - qcb + K
Super Moves:
Wild Bull - qcf + KK
Lock On - qcb + PP (can be done in air)
Vertical Spear - qcb + KK
She's got a new Super. With that, she's ready to hit the road and kick ass!
Using Cammy - Now the first thing you should remember is that she's the fastest
character among the Capcom characters, with Strider Hiryu in second and Morrigan a
close third, which means she has the ability to run into a fight, whack out a few
times, then beat a hasty retreat before the enemy even realizes the game has
started. That you should use to your advantage, especially against projectile users,
since Cammy has no projectiles to speak of. So use her speed to jump over
projectiles and stike foes out. Her Spiral Arrow move goes low and can go under most
projectiles, if timed right, and hit the opponent doing the firing, if you're near
enough. If you're feeling bad enough, you can cancel that and go into her Wild Bull
Super for maximum damage. But don't go throwing Spiral Arrows at just any time. This
is not a projectile. If it is blocked, you put yourself in a very dangerous position
as it takes cammy awhile to recover from a blocked Spiral Arrow, leaving her open to
Supers, Launchers, etc., unless before you throw a Spiral Arrow, you have an Assist
character back you up, so Cammy'll have some time to recover. Refrain from using her
Spinning Fist and her Rolling Frankensteiner / Reverse Toehold / Rolling Slider
command. These moves are the only times when Cammy is at her slowest and her most
vulnerable. Learn to time a Cammy Counter well in order to stop using the block
command. Her Cammy Counter is a great way of blocking physical strikes (it won't
work on projectiles and Beam and Charge Supers though. I've seen her Counter Impact
Supers before but those were rare.) and make her opponent eat their own foolishness.
Some of the hard core fighters associate this move with the Parrying Command in
Street Fighter 3. But make sure to time it right, as it only stays on for just a
second then disappears. If done perfectly, you block an opponent's attack and strike
him/her down. If not, well, you get a knuckle sandwich! What's also great about this
player is that all her Supers are button-link chainable. Her Wild Bull Super is best
used as described above. Her Vertical Spear is, dash, A / C, then quickly go into
Vertical Spear as fast as humanly possible. Not for the very slow. This really packs
a punch. If you would like to hear some OHHs and AHHHs, does this; launcher, A, C,
A, C, qcf+D (HK Spiral Arrow), then quickly do her Lock On Super. This has got to be
done as fast as humanly possible to get these hits in and this might take some time
to master. But hey. No prob.This one's a real crowd pleaser.
Against Cammy - Be very careful with this one. The CPU AI for Cammy is just as anti-
social as Gambit's or Psylocke's plus it has the annoying habit of walking up to you
and grabbing you when you least expect it. She may be fast but all her moves, when
blocked, have insane recovery time, recovery times which you must take advantage of
immediately in order to win. Against HUMAN players, same thing. Block all their
atacks and counter quickly. Don't try to go for fancy schmany combos which might not
have a 100% success rate. The simplest combos are always the best. Keep your combos
against Cammy as simple, but as painful, as possible. Keep your Assist characters on
their toes. When Cammy's the Assist character, take her out as fast as possible /
reduce her life considerably before she comes out to the playing field. When in
doubt, after a blocked move or a Super from Cammy, throw a Super of your own or a
plain projectile. Just be careful of Crossover Supers. Who the hell cares if
everyone doesn't think it's flashy enough? Do they feed you?! Do they clothe you?!
To hell with them! What matters most, in the end, will not be the flashy attacks,
but who stands over whose dead players victorious.
33. Morrigan - Oh my, my, my! The ultimate sex goddess of the Capcom is back in her
second installment and best of all when she wins, the bondage victory pose with
Lilith which appears in the Jap version but not in the American version is here!
Whoa! Spank me, Morrigan! I've been a naughty boy!!
Quote: "Your soul is strong. May I borrow it ..... forever?" (MVC)
Assist Types:
A: Demon's Claw
B: Soul Fist
Y: Soul Fist
Launcher: df + HP
Special Moves:
Soul Fist - qcf + P (can be done in air)
Demon's Claw - dp + P (can be done in air)
Shell Kick - in air, qcb + K
Earth Vacuum - hcb + P (near foe)
Super Moves:
Soul Eraser - qcf + PP
Silohuette Blade - dp + PP
Darkness Illusion - qcf + KK (can be done in air)
Damn! Her Eternal Slumber Super is gone! Hell and a damn!!
Using Morrigan - Just like Cammy, she's a speed fighter, so keep those hits coming.
She has an incredible combo which few use but it's very intense. It goes like this,
make sure first that you are anywhere near a corner. Then Launcher, A, C, A, C, then
Demon Claw. This knocks them towards the wall. While you opponent is in the air
dropping down on the wall, dash right in and the instant he/she lands, throw a Earth
Vacuum whcih will catch him/her. Most, while coming down, on seeing you so near,
will automatically block an attack. Problem is, Earth Vacuum is like Zangeif's
grabs. Un-blockable. All the blocking they do will merely provide you with an easy
target. Also, this same combo, minus the Earth Vacuum, if done, say, in the middle
of the screen, can be linked with a Soul Eraser. How? This Super has been given
faster recovery time which makes it a great Beam Super. So, after a Demon Claw, when
the enemy is coming down, the moment he or she lands, FIRE! Very few expect that,
and since it comes out very fast, chances of a successful hit are 85%. She has one
of the fastest air dashes in the game which can be put to good use by annoying your
foe while coming in for a quick hit. Use her Soul Fist to keep opponents away for a
while then strike. Probably the only Super which is button-link chainable is her
Silouhette Blade. Dash, d+C then Silouhette Blade, if you're fast enough, or dash,
A, C, then Siluohette Blade. Just like Captain America's Hyper Star's n' Stripes.
Against Morrigan - The one thing you have to watch for is her air dashes in which
she uses them to great extent. Don't start rushing in after she throws a projectile.
You block it, so what? the moment you dash in, she could fire a devastating Soul
Eraser at you. Although it comes out faster than in MVC, it still has a starter time
problem, so jump over it and whale away at her. This is also one of the characters
in which Assist characters are definite must. Sometimes there are ambitous bastards
who try to throw a Darkness Illusion at you. Make them regret this, since this Super
is the only one in her repetoire with incredible recovery time when blocked, because
if this super is blocked, she then jumps back. Remember, don't hesitate. A Super is
what is called for right away. And just like Cammy, please try to get rid of her
quickly when she's an Assist character or damage her quite a bit, before she comes
out. Saves you alot of trouble.
34. Ryu - the Shotokan Master has come back to his 12th game!! Still an arcade
favorite. all the way!
Quote: "Good fight. Don't restrain yourself next time." (MVC)
Assist Types:
A: Hadouken
B: Shoryuken
Y: Tatsumakishipuukyaku
Launcher - d + HP
Special Moves:
Hadouken - qcf + P (can be done in air)
Shoryuuken - dp + P
Tatsumakishipuukyaku - qcb + K (can be done in air)
Super Moves:
Shinkuu Hadouken - qcf + PP (can be done in air)
Shinkuu Tatsumaki Senpuu Kyaku - qcb + KK
Shin Shouryuuken - dp + PP (Level 3 or higher)
Good thing they took out that horrid Change ability of Ryu's in MVC. Yeech! I mean,
gender-switching in the middle of the fight? Keeerist! FREEEEKEEEEE!
Using Ryu - Now I'm not such an avid fan of Ryu's so I really can't tell you exactly
on how best to use him. All I know is, he's one of the most balanced fighters in the
game, which makes him maintain his status as Arcade Fave (At least, from what I've
observed, although it's slowly waning.) Hell, the only button link-Super chain combo
I know is the one my friend taught me, launch, A, C, A, C then ShinkuuHadouken in
the air. That's all I know about Ryu. Sorry. So if you would like better info, go
get tips from expert users. You must know some of them. Me? I'm still experimenting
with Ryu. I'll find out how to use him well. When I find the time. I'll post my
findings on Ver. 03.
Against Ryu - This one is dangerous. Very dangerous. Seems like the CPU version has
a nasty habit, when it's Super Meter is say at Level 4 or above, of throwing a
Hadouken, then dashing back and Canceling it with a ShinkuuHadouken, which catches
alot of players unawares and can put on the big hurt. I've even seen HUMAN players
use this tactic with very painful results, to their opponents. Also, sometimes he
does an aerial Tatsumakishipuu Kyaku, which is easily blocked. but the moment he
touches the ground, he immediately goes Shinkuu Tatsumakishipuu Kyaku, which can
pull an opponent close into the whirling vortex for quick hits. Worst of all, this
move has NO recovery time, which means after blocking this attack, Ryu can
immediately block against the opponent's counter-attack. There is no real way to
beat a good Ryu player. (against the Cheapos however, there are plenty of ways.) The
only way to beat Ryu is observance. Watch your opponent's style and counterattack
when you feel a perfect oppurtuniy comes your way. Good Ryu players may be good, and
I've gone up against the best of them, but they are certainly not unbeatable. I
should know. I've kicked some of their asses. Each and every one of them has their
styles. Learn them, view their strengths and weaknesses, observe their favorite
combos, master them, beat them.
35. Ken - The Gaijin comes back with a vengence after resting for one game due to
that (shudder)gender switching issue with Ryu. (Brrrrr).
Quote: "You've got a lot to learn before you beat me." (MSHVSSF)
Assist Types:
A: Shoryuken
B: Hadouken
Y: Tatsumakisempuukyaku
Launcher - d + HP
Special Moves:
Hadouken - qcf + P (can be done in air)
Shoryuuken - dp + P (can be done in air)
Tatsumakisempuukyaku - qcb + K(can be done in air)
Evade Roll - qcb + P
Super Moves:
Shoryuu Reppa - qcf + PP
Shinryuu Ken - qcf + KK
Shipuu Jinrai Kyaku - qcb + KK
One of the fighters whose own popularity rivals that of his best bud. Let's see
just how good Blondie is right now.
Using Ken - Obviously, he's waaay faster than his rival Ryu, who opts for balance.
That much I can tell you. To tell you all the truth, I have never used anyone from
the Shotokan school of Martial Arts yet. I still have to practice using one of them,
whether it's Ryu, Ken, (chukle!) Dan (though I'm not sure whether this loser is with
the Shotokan school), Sakura, and Gouki. But hey, I'm accepting suggestions on how
to use these guys properly. My e-mail is above, so please send in your suggestions
along with your e-mail address and your name (name is optional, but e-mail is
required) so I can thank you and give you credit in Version 03. But really Ken is so
fast that practically all of his Supers, with the exception of the Shipuu Jinrai
Kyaku, have a 100% success rate if used properly. Like his Shoryuu Reppa. Simply A,
C or A, A and then go into Shoryuu Reppa (can also be done with Gouki.) or his
Shinryuu Ken. Launcher, then Shinryuu Ken. Just like a Captain Sword. Cool.
Against Ken - That speed of Blondie can be used against him. CPU Ken is no threat.
HUMANS are deadly, with a captital D. His Hadouken, while impressive, disappears at
a certain distance, sometimes not even getting close enough to give you block
damage. Time it that when his projectile disappears, throw a projectile of your own.
If timed right, your projectile will go through the disappearing Hadouken and strike
Ken before he recovers from the hadouken throw animation. Also, try to trick
opponents into going into a Shoryuken. Block this low and when he lands, nail the
blonde geek! His Tatsumakisempuukyaku goes diagonally up, making him very
susceptible to an anti-air move or Super. So take advantage of that. Take advantage
of all his blocked Supers because once blocked, Ken leaves himself open to any move
under the sun, especially his Shipuu Jinrai Kyaku, which, when blocked, ends with
Ken stalling for a full second, showing you how smashing his red knee is. Bust him
apart! And always use Assist characters whenever possible. Heaven knows that you'll
need all the help you can get against him, especially against good Ken players who
are almost unbeatable ( but not so unbeatable. I've kicked more than one blonde ass
now and then).
36. Dan - The(snicker!)self taught fighter is back, (AH AH AH AH HA!!)
and he's still as pathetic as ever! AH HA HA HA!! HOOO HA HA HA HA HA!!!
Quote: ''The only master I need is myself." (MSHVSSF)
Assist Types:
A: Gadouken
B: Kouryuken
Y: Autograph
Launcher - d + HP
Special Moves:
Gadouken - qcf + P (can be done in air)
Kouryuuken - dp + K
Hishu Burai-Den - qcb + K (can be done in air)
Autograph - qcf + K
Super Moves:
Dankuu Gadouken - qcf + PP
Shoryuu Reppa - qcf + KK
Desperation - qcb + KK
Super Taunt - qcf, qcf + Start
Oh yes. You REALLY are going to get anywhere with this guy.....
Using Dan - Oh yes. I really want to use this Ryo Sakazaki/Robert Garcia clone. With
pathetic moves and pathetic Supers, only those with the mettle can use him without
being bothered by his (hhmph!) moves, such as they are. But then you'd be
surprised.Here's what one of my readers, Alex Wreschnig says:
"Well... we were chuckling at how bad he was too... until a friend of mine named Tim
got really disturbingly good with him (making him basically a decent character).
There are two things you need to remember:
1. He's actually really fast, for a cheesy Ryu-type character.
2. Believe it or not, his super moves do a TON of damage, for only a few hits. So
if you get off the right one (this list does not include his "fireball") two hits
can deal a good 25-30% of someone's life bar.
3. His fireball and his autograph can be cancelled out of.
4. NO ONE thinks that he's any good, so when you cancel out of the autograph into a
super you can laugh at them all you want (doesn't work vs. cpu)
Basically, avoid attacks until you can get in a combo (for loads of damage), or just
do what I try to do as dan - jump in/Hishu-Burai-den in (it's a decent move, if done
well), sweep or something, throw, and get out of the way. Jump in and fireball,
then cancel to a super if you get the chance. And it's SOOO worth it when you beat
someone with him!"
Against Dan - He is the EASIEST character in the game. I'm only going to tell you
what the score is on the CPU because the HUMANS using Dan who've gone up against me
always got Dan busted up before the real fight started. Remember, all of his moves
are pathetically slow. The only real danger comes from his Desperation Super. It
comes out faster than the rest of his moves with decent speed, which gives it the
potential to really catch you off guard. But other than that, take the fight to him,
because CPU has weird habit of standing back and signing autographs, signing them
and tossing them at you. Jump and take this joke out for good!
37. Sakura - Oh jeez! The little Sailormoon reject has come back again! And just
like before, she's just as pathetic as ever. I mean, why can't she get her own
moves, eh? Always copying, always following! What a crackpot fighter! Why the hell
did she come back anyway? She should go f...waitaminit. Someone at the door. Well,
hey, Saki, baby! how are ya? You're doing well? What!? ME!? Say bad things about
you!? Oh, no no no! You must have heard someone else say that! I'm your biggest fan!
Really! You don't beleive me, do you? Wait. Lemme explain. Please. Put that down!
Wait! WAIT! NOOOO!! AHHHH! SOMEBODY HELP MEEEE!!!! YAAAARGH!
Quote: "I'd never date someone as weak as you!" (MSHVSSF)
Assist Types:
A: Shouoken
B: Hadouken
Y: Shunpuukyaku
Launcher - d+HP
Special Moves:
Shououken - qcf + P (can be done in air), dp + P if Dark Sakura
Hadouken - qcb + P (can be done in air), qcf + P if Dark Sakura
Shunpuu Kyaku - qcb + K (can be done in air)
Ashura Warp - dp + PP/KK (only with Dark Sakura)
Super Moves:
Midare Zakura - qcf + PP, dp + PP if Dark Sakura
Shinkuu Hadouken - qcb + PP, qcf + PP if Dark Sakura
Haru Ichiban - qcb + KK
Dark Sakura - rdp + PP
Shun Goku Satsu - WP, WP, f, WK, HP(Level 3 or higher)
She's still one of the better, no, NO, best, BEST, characters in MVC2, just as she
was in MSHVSSF. Really! Honest to God!! You've gotta beleive me! (There. I said it
now, Saki. Please don't kill me.....)
Using Sakura - Is she gone? She is? Whew! Why the hell is she so touchy? Anyways,
Just like Ryu, I have absolutely no idea how to use her well yet. I'm still
experimenting and the experiment's not going so well so far. I'll let you know of
any developments soon.
Against Sakura - No HUMAN fighters yet, so the CPU version will have to do for now.
Just like B.B Hood, Sakura is dangerous is the higher stages of the game. Always
seems to be able to find a breach in your defense and throw a quick Shououken which
really brings down your morale.Always pulls that combo off whenever she hits you and
she's fast enough to do so. Try to block the Shououken all the time and counter-
attack quickly, but don't always resort to a Super. Her recovery time from a blocked
Shououken may be long but it's not that long that you have the luxury to throw a
Super at her. She's deadly, that I can tell you. Just Like B.B Hood, she's dangerous
in the higher levels, as both an Assist character and as a regular fighter and
enjoys throwing out Assists, which for some reason the CPU Sakura is always
accompanied by some of the strongest fighters in the game. UNFAIR! But the one thing
that's funny about her is that she enjoys throwing her three basic Supers, Midare
Zakura, Shinkuu Hadouken, and Haru Ichiban right out of the blues. These three moves
may prove to be your windows of opportunity if you master how to use them to your
advantage. The initial hit of the Shinkuu Hadouken, when blocked on land, will push
you away, giving you only one point block damage. But what's this? Sakura isn't even
through throwing the rest of the Super, which leaves her very susceptible to a
SUPER! Her Haru Ichiban, when blocked below, opens her up for either a Super or a
Launcher, depends on what you want to do, and her Midare Zakura, When blocked, p
ushes her off a little ways. This one you must treat as an ordinary Shououken. No
Super. Just a quick counterattack. Might I suggest using your faster fighters to
take out this clown? What? She's coming back? Sorry, gotta go back into hiding for a
while.
38. Gouki - The demon master, the man with the chaotic fist, has returned. Another
victim of the gender-switching issue with Ryu. He really doesn't look too happy
about that development.
Quote: "This world is starting to lose its appeal." (MSHVSSF)
Assist Types:
A: Gou Hadou
B: Gou Shoryu
Y: Tenma Kuujin Kyaku
Launcher: d + HP
Special Moves:
Gou Hadouken - qcf + P (can be done in air)
Gou Shouryuken - dp + P
Tatsumaki Zankuu Kyaku - qcb + K (can be done in air)
Tenma Kuujin Kyaku - in air, qcf + K
Forward Ashura Senkuu - dp + PP/KK
Reverse Ashura Senkuu - rdp + PP/KK
Super Moves:
Messatsu Gou Hadou - qcb + PP
Tenma Gou Zankuu - in air, qcf + PP
Messatsu Gou Shouryuu - qcf + PP
Messatsu Gou Rasen - qcf + KK
Shun Goku Satsu - WP, WP, f, WK, HP (level 3 or higher)
Just like Bison, Gouki has really gone down the tubes when he got transferred to
the MVC series. Any good Gouki player can remedy that little problem. But he just
doesn' have that same power which made him fearsome in SF3.
Using Gouki - Fight fans, I know this must come as a great disappointment from me,
but just like Sakura, I'm still in the stages of experimenting with Gouki. So I
can't even begin to advice you on how exactly to use Gouki. I don't have the right.
Perhaps the only combo-Super Cancel that I've been able to pull off so far has been,
Launcher, A, C, A, C, HK Tatsumaki Zankuu Kyaku, then half way through that move,
Tenma Gou Zankuu. Has an 87% success rate, but with constant practice you should be
able to get that thing to work everytime. The same goes for his Messatsu Gou
Shouryuu. A, A then Messatsu Gou Shouryuu. That simple. However there is one Super
I've been meaning to try out. It's Launcher then Messatsu Gou Rasen. Just like
Magneto's Shockwave after Launcher chain. I don't know if this works, though. I'm
still testing it. But if anyone can confirm that I'll give him/her full credit in
Ver. 03.
Against Gouki - Gouki plays alot like a combination of Ryu and Ken, only alot more
calculating. Figure out how to beat Ryu and Ken, pile up together what you do know
about busting them up and use it against Gouki who fights like these two. Oh, and
keep him on the ropes with low-high attacks and Assist Characters. Theres a good lad.
39. Roll - Tsk, tsk, tsk. Roll. Poor Roll. Thrust into a game for the big boys. But,
hell! Does this little girl care? Hell, no! Watch it! She's comin' to get some!
Quote: "Don't be mad at me. I'm just a little girl." (MVC)
Assist Types:
A: Plasma Fire
B: Deadly Bouquet
Y: Deadly Bouquet
Launcher - standing HK
Special Moves:
Roll Shot - qcf + P (can be done in air)
Deadly Bouquet - dp + P (can be done in air)
Get Rockball - qcf + K, qcb + P to use
Get Tornado Trap - dp + qcb + P to use
Get Leaf Sheild - qcb + qcb + P to use
Super Moves:
Hyper Roll - qcf + PP (can be done in air)
Rush Drill - qcf + KK
Beat Bomber - qcb + KK, p to shoot, K to drop bombs
Plays a tad just like Megaman, only she doesn't belong in the Cheapo ranks. Capcom
has also decided to tune her speed up a bit. One question, though. What the hell is
she? Megaman's sister or the runt's girlfriend? Because in the earlier Megaman
games, Roll is his sister. In the later ones and in MVC, she's his girlfriend.
Wusssup with that? I'm more willing to beleive that she is his sister, since they
play so much alike. But if she's also Megaman's girlfriend, then this is the most
public display of incest in a fighting game, EVER, in the entire world! Whoa!
Awesome!
Using Roll - Now remember, you can't use her as some Megaman clone, in which you sit
back and throw fireballs?! Uh uh. You do that, you get your ass royally kicked.
She's been made faster, so use her enhanced speed to play like never before. Dash in
and out of fights and keep launching your opponents for aerial raves. Forget about
doing a Hyper Roll chain when you're done with an air combo. It is IMPOSSIBLE! Lemme
put it this way. Her Hyper Roll comes out so slow, your enemy will have enough time
to drop to the ground and block before she can complete the animation of Hyper roll
and start firing away, leaving her open to any anti-air attacks and Supers that the
enemy might throw at you from underneath. Don't take the risk. use instead her Rush
Drill and her Beat Bomber if you really want her Supers. they're slow, but at least
they're faster than the Hyper Roll. Like Megaman, switch weapons constantly to keep
your opponents guessing. But no Rock Ball. It is PATHETIC. Easy to see and to block
when it shoots. Be very careful when using her. Although she's been tuned up more to
a real fighter, she still takes more damage from ordinary moves compared to the
others. Best thing to do is wait and counterattack. And don't skimp on the Assist
Characters. They can help you out alot.
Against Roll - Play against her like you would Megaman, because both CPU Roll and
Megaman play the same. Just watch it with the HUMANS. They're a whole lot craftier
than the CPU. But still, not so much of a problem. One thing I ask of you is just:
please go easy on her. She's just a little girl and she's not as annoying as her
brother / boyfriend / whatever. C'mon. Have a heart. She's just a girl.
40. Megaman - Oh no. No no no no! Don't tell me! I said DON'T tell me! The leader of
the Cheapo ranks is back, no? That idiotic little runt!AAAAAAAAAARRRRGGGHH!!!!!!!!!
May he be cursed to all perdition!
Quote: "Wow! Dr. Wily really outdid himself this time!" (MVC)
Assist Types:
A: HP Fireball
B: Mega Uppercut
Y: HP Fireball
Launcher - standing HK
Special Moves:
Plasma Cannon - Hold HP for as long as possible and release (can be done in air)
Mega Uppercut - dp + K (can be done in air)
Get Rockball - qcf + K, repeat to use
Get Tornado Trap - dp + K, repeat to use
Get Leaf Sheild - qcb + K, repeat to use
Super Moves:
Hyper Megman - qcf + PP (can be done in air)
Rush Drill - qcf + KK
Beat Bomber - qcb + KK, P to shoot, K to bomb
For once, that's all I ask, for once, no Megaman for the second series! But
noooooo! The small bastard is back again! But that's okay! I always use him as a
punching bag, anyways! MWA HA HA HA!!! Take that, boy!
Using Megaman - Use him?! Are you crazy!? I wouldn't use him unless I was dead drunk
or on extremely heavy drugs! Besides, his Hyper Megaman move come out alot slower
than in MVC, so it's very difficult now to chain it into an aerial rave unlike in
MVC. You know, Launcher, WP, WK, MP,MK, then Hyper Megaman. I'm not saying it's
impossible, only it would take incredible timing to accomplish such a feat, because
now, his Hyper Megaman comes out almost as slow as Hyper Roll! Look, if you're going
to use Megaman, I can only give you two options, it's either if you're one of the
players who beleives in really flexing your real muscles, you can ask those who know
how to play Megaman well or you can do what most other players do. Sit back and fire
away like crazy. Maybe the only thing I can say is to switch your weaponry often to
keep your opponents guessing, though I think that won't help much since the names of
the weapon comes out after you grab it, which is very noticable to your opponent,
unless of course this is in the heat of the battle, where players don't pay much
attention to anything else other than beating the tar from you. Also, try to keep
charging that Plasma Cannon as long as possible and let go when your opponent least
expects it. This ought to give out some heavy damage. (now enough about using
Megaman. I'm feeling dirty. Yuch! Hey! Where's my hand sanitizer!?)
Against Megaman - Now this I am good at. No matter who strikes you, most, no, 95.5%
of the players who use Megaman like to take full advantage of an easy fireball. Very
few like to use Megaman as a man, not some silly little boy pretending to be a man.
Easily taken care of. But first the CPU version. Pathetic. Likes to rush back and
fire his weapons, which of course, all of them now have incredible start up time. In
short, Megaman telegraphs his moves to you, stamps it, delivers it and awaits your
reply. Make sure it's the painful one. Now the HUMANS. Now I know there are those
who play him like the pros they are, but still, majority of the Megaman players I've
seen, and have beaten most righteously and heavily, plainly, SUCK! Him? No threat.
Rush them with flying attacks while they're busy firing away, and get your Assisst
characters out once in a while to join the party and to block some of those shots,
but be careful. Every once in a while, they become crafty and start pulling moves
which can pull the rug from under ya, by throwing unexpected Uppercuts and Plasma
Cannons. But still, no threat. Block that Uppercut. The moment the runt lands, POW!.
Or jump over that idiotic Plasma Cannon of his, since it takes a while to come, and
POW! What's even more pathetic is that Megaman's Hyper Megaman, when it comes out,
doesn't fire immediately unlike in the MVC game. Megman poses, he grows, he stalls
for a while, THEN fires. Which means it can be knocked out of commission before
Megaman can even fire a single shot! Even his Rush Drill and his Beat Bomber pose NO
threat at all. Both can be blocked and when they end, leave Megaman so open, only
the clinically brain dead would not take advantage of an incredibly tempting and
incredibly stupid opening! The one thing irritating about him is his taunt after he
Assists. Make him eat that damnable tongue of his! So all of you anti-Megaman
players out there, pound the little runt! And have fun doing it! You have my
blessing!
41. Zangief - The Crimson Tornado has returned. I wonder how come he's so damn
popular. Must be that buff exterior.
Quote: "Nothing can withstand my Final Atomic Buster!" (XMVSSF)
Assist Types:
A: Lariat
B: Flying Powerbomb
Y: Russian Slam
Launcher: d+HP
Special Moves:
Double Lariat - PP
Sky Toss - qcb + WP
Banishing Fist - dp + PP
Aerial Russian Slam - dp + K
Screw Pile Driver - 360 + P (near foe, can be done in air)
Double Crusher - hcf + K (very near foe)
Flying Power Bomb - hcf + K
Cyber Fire - hcf + P (only in Iron Body Mode)
Super Moves:
Final Atomic Buster - 360 + PP
Iron Body - rdp + KK (again to switch back)
Iron Tornado - 360 + KK (only in Iron Body Mode)
Ultra Final Atomic Buster - 360 + KK (Level 3 or higher, only in Normal Mode)
This one should be used with the caption, ''For Those Who Beleive That They're
That Damn Good." I wonder what would happen if the Russian Atomic Bomb met up with
either The Rock's People's Elbow, Kane's Tombstone or Triple H's Pedigree with his
Screw Pile Driver. Wah ha ha ha ha! (Sorry. Rabid WWF fan.)My FAQ on Making
Zangeif for SD!2 should be around here somewhere.
Using Zangeif - I, however, do not deem myself worthy to call myself "That Damn
Good"...yet. If I use Zangeif now with the skills I have, it would be like signing
my death warrant. For one, he's incredibly slow, putting him in the "Wait and Bait"
category. And two, his moves and Supers are extremely hard to pull off. I suggest
you people find those who are That Damn Good and ask them, very nicely, on how to
use Zangeif, that is, if you beleive yourself worthy of going one level higher to
become better. or I can once again refer you to my friend Anthony Palma (email is
above in Doc Doom's corner) so he can refer you to our mutual friend Doods who we
beleive is That Damn Good because he has passed every MVC series with Zangeif. (Ask
him NICELY.)
Against Zangeif - One thing you must remember by heart when going against him, is
NEVER GET WITHIN HIS REACH or you will be kissing floor, with both HUMAN and CPU. 4
Screw Pile Drivers is enough to knock you out of your misery while 2 Final Atomic
Busters...... weeeellllll, let's just say you won't be getting up to go back to play
anytime soon. Play keep away, use projectiles and Assist characters to keep him away
and make use of low attack-Launcher attacks. That's the only way you should play
against him. Keep away. And stay away from him as often as possible. You want to
win, doncha!?
42. M. Bison - the Dictator is back and I have to say, I'm really not impressed.
Quote: "I shall rule all in this pathetic world." (MSHVSSF)
Assist Types:
A: Psychoshot
B: Psychofield
Y: Double Knee Press
Launcher - standing HP
Special Moves:
Psycho Shot - hcf + P
Psycho Feild - hcb + P
Scissor Kick - hcf + K
Head Stomp - charge d 2 sec, u + K
Demon Press - d+P after Head Stomp
Teleportation - dp + PP
Float - qcb + KK
Super Moves:
Psycho Crusher - qcf + PP (can be done in air)
Knee Press Nightmare - qcf + KK
Psycho Cannon - hcb + PP
The Dictator? Of what? Of Losers Extraordinaire?
Using Bison - In the SF game, his speed was something else. That little detail has
carried over to the MVC series. He may not be the fastest, but he's still pretty
quick. His Psycho Shot is good, but his Psycho feild is even better, since it does
some big damage when unblocked and big cheese damage when blocked. Don't keep doing
that Head Stomp move since all you'll be doing is leave yourself open to tons of
anit-air attacks or Supers. but if you must, when it gets blocked, follow up with a
Demon Press right away in order to knock out those opponents who expect you to land
without any protection (which he does whenever the Head Stomp gets blocked. He
recoils and lands very near opponents, giving that window of oppurtunity to kick
your ass!) However, the Demon Press does not grant him invincibility against anti
air attacks such as the Shoryuken or the powerful Captain Corridor. In other words,
don't use this move often. Please. No Floating please. None of that since it makes
you very susceptible to alot of attcks, because this move robs Bison of the ability
to block attacks. UGH! make good use of your Teleportation move since if done
properly can get you out of some very tight situations and prevent those players who
enjoy trapping opponents in a corner and whale away from getting their way with you.
You'll drive them nuts disappearing all of a sudden since you can teleport behind
them and lay the smack down on them. Do not underestimate the effectiveness of his
Scissor kick. omes out quick and has very little recovery time. Now I don't know
about the others, but, as far as I know, his Psycho crusher is the only Super in his
arsenal that can be used to end an aerial rave combo.(Launcher, A, A, then Psycho
Crusher) His other Supers, the Knee Press Nightmare and the Psycho Cannon take some
time to start up and has only a 20% chance of successfully taking out a foe
since they have horrible starting time. If they do hit, good. They do tons of
damage. If they're blocked, however, Bison is open all sorts of pain. Better learn
how to use these things properly.
Against Bison - In the SF games, Bison (why is it Bison? Vega sounded faaaaar
better! Why IS it Bison?) possessed the power to chill even the most hardbitten
fighters with his power and speed. He was almost unbeatable, almost godlike. Then
when he got transmitted over to the MVC series, almost every players simply laughs
at him now. He has got to be the easiest CPU fighter in the game to beat, since he
moves fast yes, but not as fast as he would like to be just like in the SF series.
His moves no longer intimidate, as they once did in SFA3. In that game, he was a
force to be reckoned with. Even the best warriors really had to shed all of their
knowledge to take him out. But here? HERE!? AH HA HA HA!! This guy always telegraphs
his moves. And since they come out so slow, you have enough time to either block the
moves or jump over it. And after you do either of these options, they leave Bison
throwing stuff at a ready opponent who, when the move ends, is ready to retaliate
because he has some wicked recovery time, (well, maybe except for his Scissor Kick.)
But almost all of his moves do have soem serious recovery time. Recognize his
animation for a Head Press, because that move is about to be your best friend. When
it comes out, block it. Then when he recoils, don't wait for him to come down to
bust his chops, because Bison all of a sudden might thorw a painful Demon Press. Not
good. So throw an anti-air move, or better yet, an anti-air Super. Knocks him out of
that move and blows away any Assist characters he has in store for youse. All of his
projectiles can be jumped over. Good thing about his Psycho Feild is that if you
pound him, that action automatically cancels out the projectile. Bison is also a
sucker for low-high attacks, so use your best characters on him (fast or slow, in
doesn't matter. Just use your best character against him) He's one of the easiest
CPU players to beat, so consider this one in the bag. I don't know about the HUMAN
players though. I've never gone up against anyone who could use Bison well. With his
Supers, if you see a Psycho Crusher coming your way, here's the fun part. Block it,
no, don't jump over it, and keep pushing away (PP). Make sure that when the Super
ends, it ends with Bison in front of you recovering from the Super and pound him
out! All of his Supers are easily defendedable since he telegraphs all of his moves
horribly, which gives you ample time to block and counterattack. Oh, how the mighty
have fallen. And fallen far.
43. Jill - Capcom must have been desperate to put out more new fighters in this game
to decide to take a character from a popular action game who has absolutely NO
experience in a fighting game. And so we have Jill Valentine, making her first ever
debut into a fighting game.
Assist Types:
A: Life Up
B: Power Shoulder
Y: Grenade Launcher
Launcher: d+HP
Special Moves:
Power Shoulder A - qcf + P
Restrained Power Shoulder A - qcf + hold HP for a few seconds, then let go.
Grenade Launcher - dp + P
Gun Trapper - hcb + P
Summon Dead Dog - qcf + WK
Summon Killer Bird - qcf + HK
Summon Trap Zombie - qcb + WK
Summon Explosion Zombie - qcb + HK
Super Moves:
Shoulder Torpedo - qcf + PP (a)
CODE:T-002 - qcb + KK
Rocket Launcher - qcf + KK
Still have to figure out what exactly is her role is in this game. (and everyone
else' roles, for that matter.)
Using Jill - She's one of the fastest Capcom characters with the ability to leave
your head spinning. Another plus on her side is that her moves are quite fast in
coming out. Her Power Shoulder A is a great way to end an aerial rave combo. Her
Restrained Power Shoulder A works just like that blasted runt Megaman's Plasma
Cannon. You'll know you're doing it right when the radio-thingy on her belt begins
to glow (talk about a dead giveaway.) Hold it long enough and you can get as big as
a 22-hit combo. Of course, the longer you hold it, the more it hits, true, but it
gets also a longer start up time. Other than that, all of her other moves just slow
her down. Grenade Launcher is strictly for anti-air defense purposes only, though
I'm not so sure about that since, usually, it comes out pretty slow allowing your
opponent ample time to block it and it won't hit ground opponents who duck. Her Gun
Trapper works just like Cammy's Cammy Counter. Time it just right that it comes out
at the moment when your opponent throws a punch or a kick, Jill grabs, puches away
and lets him/her have it with a mean .45 barrage (is that a .45 revolver she uses or
is it something else? Kinda looks like a .45). Of course, it goes without saying
that this doesn't work against projectiles (duh!). Her claim to fame is the
use of her helpers, the dead bird, the dead dog, and the dead man. Cheesers,
everyone. I heard that you can even bring all three on the screen if you're quick
enough (Someone wish to verify this?). Her Zombies come out in two forms. The Trap
Zombie, which holds your opponent for just a while for you to nail him/her with a
blistering combo, and the Explosion Zombie which, when it hits, does fire damage
against your foe. Good thing about the Trap Zombie is if you strike it below, it
falls flat on its face and can trap any foe not blocking downwards. Off all of her
Supers the only one I've seen connect with success is her Shoulder Torpedo, which
can be done this way, Launcher, A, C, A, C, then Shoulder Torpedo. Or better yet,
before you do the Shoulder Torpedo, throw a Restrained Shoulder A first, THEN use
the Shoulder Torpedo. Her Rocket Launcher is just like the Proton Cannon, only
WAAAAAAAYYY slower, meaning you won't be surprising anyone with that one anytime
soon. Unless they're mentally defecient. For it to connect 100%, the Launcher has to
knock the opponent back, which means you'll have to do this very near the opponent.
Now if the Rocket Launcher does hit the opponent and knocks him/her back, its shells
follow suit for a measly 10-hit damage which is quite powerful.
Against Jill - She's one of the faster Capcom characters so always keep your guard
up since she can really mess up your head if you give her a chance. Expect users to
be jumpers as well against you since she has one of the quickest jumping abilities I
have ever seen in this game. And also expect users to use keep away tactics like
sending Helpers all the way against you. One way to cancel them is by using a
projectile against them. Better yet, a Super. Cancels 'em all out right away!
Another is to use an even faster character against her and whop her before any of
her Helpers can come out. Cancels 'em out right away before they can even appear on
the screen. Be careful because any opening your opponents get will be exploited with
a quick button combo Canceled with a Shoulder Torpedo which can really give you a
very painful headache. So you either use fast chjaracters or faster characters
against her or play defensively to take this troublemaker out quickly.
44. Captain Commando - Alright! The defender of the Capcom Universe, Capcom's First
Son, has returned in his second appearance! I hope, I hope, I hope, I hope there
WILL be a Captain Commando 2 game in the future using these graphics. The Commando
Team is awesome!
Quote: "Get up, go home, and tell them who defeated you." (MVC)
Assist Types:
A: Captain Fire
B: Captain Corridor
Y: Captain Kick
Launcher: standing HK
Special Moves:
Captain Fire - qcf + P
Captain Corridor - qcb + P
Summon Ginzu - qcf +WK
Summon Mack - qcf +HK
Summon Hoover - qcf + WK + HP
Captain Kick - D, DB, B + K
Super Moves:
Captain Sword - qcf + PP
Captain Storm - qcb + PP
Don't you just wish you could use Mack, Ginzu, and Hoover, eh? How cool would that
be?
Using Captain Commando - Okay. This one is a pro at baiting opponents. Plus, having
his friends to help him out is a major plus on the good Capain's side. Especially
Ginzu. The Ginzu combo is; Dash, d, A, C, C, d+B, then the Summon Ginzu command for
a ground 8-hit combo. Boy, was this ever hard to master in the MVC series. His
Captain Fire comes out quicker now, so blast a quick one when your opponent least
expects it. His Captain Kick is sort of like Dan's Gale Kick, only more useful. If
timed right, it goes over projectiles. Refrain from using Captain Corridors to often
against jumping foes and even when your opponent is at ground level. It has horrible
recovery time which can be exploited by most opponents. Instead, use Mack against
jumping foes. It comes out quickly and may surprise them and even if it is blocked,
it pushes them away from you and keeps them in the air long enough to eliminate any
possibility of a counter attack from that move. But if you feel your opponent
can be suckered into this and is a constant jumper, by all means, fry his/her ass!
But Captain Corridors are perfect for shaming Hulk users whenever they go into Gamma
Crush. You say the only option is to block it if you have no anti-air Supers or no
Super Meter juice left for a quick captain Sword against him? Then give them a
Captain Corridor the minute Hulk descends with his big ol' rock during his Gamma
Crush. This knocks him right outta the sky and it's also sortuva pride hurter. A big
Super like that canceled out by a normal, ordinary move like a Captain Corridor! As
in MVC, do NOT throw Captain Storms just out of the blues. It is telegraphed, and
when blocked, leaves you wide open to any attack. However, you can chain it. That's
right. Run towards the opponent, WK, then df + HP, then quickly QCF + KKK. Has to be
done in a split second, otherwise, no connectees!. Also, if timed right, it
goes right UNDER projectiles, even most Beam Supers. Maybe not scatter shot type
Beam Supers like Cable's, Sabertooth's, and Magneto's, but still, this Super
is incredible. Best of all, it's Anti-Megaman! AH HA HA HA! You can also add two
more hits to even the odds, to take away that litle amount of life you need to win,
after a Captain Storm. When the opponent lands and Captain Commando and friends do
their pose, don't waste time. Hit the downed opponent with a d+D attack then follow
up with a Captain Corridor. Or THREE hits by hitting the downed opponent with a d+D
attack, then a D attack Captain Kick. A Captain Kick may get them, but it's going to
be a little tricky. Experts know that probably the most damaging button-chain-to-
Super move has got to be, A, C, D, then Captain Sword for a very painful helping of
Capcom power. Just make sure not to trap your foe and do this because it's really
better to slam your foe down with the Sword. More damage. He's also anti-Spiderman.
Use this trick against the CPU Spiderman. Stand at the far end of the screen and
fire a Captain Fire. This causes Spiderman to block it and to Hyper Jump towards
you. Move back one step and the moment he lands, throw a Captain Corridor just
before he recovers from that jump. This throws him right back to where he came from.
Repeat process until Spiderman croaks. If he short jumps over the first fire, do a
second one. If he does a Hyper Jump in place, fire again. Only be ready for a
Captain Corridor when you see him Hyper Jump TOWARDS you. It may take a while to get
this right, but when you do, consider a Spiderman victory in the bag. Do not however
try this against HUMAN foes or the other combatants. They're not as dense as the
spider guy.
Against Captain Commando - Certainly no threat there. For some reason, the CPU likes
throwing moves that have huge recovery time. CPU Captain Commando can be baited into
performing Captain Corridors after a sweep kick or, for the strangest reason, a
Launcher even while you're blocking, automatically, even when you're just a few
inches away from him. That proves to be an openening for you to strike him. Also,
his Captain Fire takes some time before he recovers from it, because it comes out
like a beam projectile. Jump over it and button link. Be careful of HUMAN opponents
though. All of a sudden , the Commando characters come out when you least expect it.
Don't be throwing projectiles around too much, because a quick Captain Storm will
take care of you. One thing, though. His Captain Storm is cancelable. How? If the
Captain makes the foolish mistake of throwing a Captain Sword right in front of you,
a quick projectile or a quick attack strike before Commando brings his Sword down
will knock him out of his Super. Remember. This takes precision timing and practice.
If not done properly, you'll be eating a mundo painful Super. Better to be safe than
sorry. Block it first before attempting any stunts.
45. Guile - The man who was the original street fighter bad ass has appeared in his
first Marvel vs Capcom game and he has come to this party with a special six-pack of
Butt Kick, good for anyone who wants a taste.
Quote: "Go home and be a family man." (SF2)
Assist Types:
A: Somersault Kick
B: Sonic Boom
Y: Sonic Boom
Launcher - d+HP
Special Moves:
Sonic Boom - Charge b 2 sec, f + P
Somersault Kick - Charge d 2 sec, u + K
Aerial Somersault Kick - in the air, d, u + K
Super Moves:
Sonic Hurricane - qcf + PP
Somersault Strike - qcb + KK
Crossfire Assault - in the air, qcf + KK
Finally. Guile has graduated from Street Fighter and moved on to better things.
Using Guile - Guile is a slow but calculated fighter, so don't go running about town
like you were on a Sunday gathering at a park. No! Guile is a baiter. So bait! His
Somersault Kick comes out now with a small energy wave to compliment it, sort of
like the thing Nash has. So even when a jumping opponent blocks the kick, it has the
wave to push them back to prevent a counterattack. It can also be done with relative
ease in the air. He's also the only character to my knowledge, along with Nash, who
has a possible infinity combo. Remember that aerial grab move of Gambit's which can
end an aerial rave? Well, do that with Guile's own grab move, (press D) which is a
devastating back breaker. What's good is that he doesn't jump back after landing
with that slam. When you release your opponent, he/she will be flat on their back
for a second. Take advantage of that. Immediately hit them with a d+C, then
Launcher. Repeat the whole button chain combo again and again until your opponent
croaks. However, I wouldn't advice this against better players or the higher stages,
because some of them roll out from underneath you before you throw that d+C attack,
leaving your back open for a while. Do this cautiously. Guile is also a tad
unchanged from his SF role, which is good. Throw a Sonic Boom and when your opponent
goes over it, hit them with a Somersault Kick. I don't know. Maybe not. With the
coming of aerial blocking, this move has lost its advantage, so maybe it's best
not to use it. It only has a 35% success rate, anyway. The great thing about him is
that all of his Supers can be linked from button chains! His Somersault Justice can
be chained after first hitting your opponent with an A, C / d+C, C, then going into
Somersault Justice. His Sonic Hurricane can also be chained after doing an A, C, C,
then Sonic Hurricane. Or you can simply cancel a Sonic Boom when it hits the
opponent with a Sonic Hurricane. Just be careful, because although the Sonic
Hurricane is powerful, it should not be done far away because it can be canceled
with a beam projectile or a Beam Super. Perhaps his greatest combo is his Crossover
Blitz. This is an aerial move so you won't be able to do this on the ground. What
you do is launch your foe, then A, C, A, C, then Crossfire Blitz, which should be
done as fast as possible. Think of Chun Li's forgotten Shichisei Senkuu-Kyaku.
Against Guile - Boy, is he ever dangerous! Watch it! Guile, both CPU and HUMAN
players, will bait you into comitting very serious mistakes which will result in
some very serious battery. Don't stay on the defensive too long. These players have
a deadly habit of grabbing on the fly. Guile has also this habit of blocking very
quickly. Don't be so quick to come charging in or you'll eat a Somersault for
supper. Use faster characters on him and keep pounding him with Assist characters.
Just be very careful on how you deal with him because the HUMAN players enjoy
Canceling at every oppurtunity they get. So play cautiously, let him throw the first
move, see what your opponent's style is and take advantage of any weak point you
might see. A mistake, no matter how small, may be enough to give the fight to you.
46. Charlie - Hey, hey, hey! For the first time anywhere, Guile and his mentor,
Charlie, join together to show us just what they were capable of back in 'Nam.
Quote: "I've beaten more people before 8 a.m" (XMVSSF)
Assist Types:
A: Sonic Boom
B: Somersault Kick
Y: Sonic Boom
Launcher - d+HP
Special Moves:
Sonic Boom - charge b 2 sec, f + P
Somersault Kick - charge d 2 sec, u + K
Moonsault Kick - in the air, u, uf, f, df, d + K
Super Moves:
Sonic Barrage - qcf + PP
Somersault Justice - qcb + KK
Crossfire Blitz - qcf + KK
Difference between the two warriors is noticeable, but they still make an
incredible team.
Using Charlie - When using him, play as you would Guile, only except for certain
differences. the most obvious is that Guile is built for power and Charlie is alot
faster than his friend and student. So use his speed to jump in and out of fights to
annoy opponents greatly, something Guile could not possibly do. They do, however,
have the same infinity combo possibilities, only the air grab command is B. His
Sonic Booms comes out alot slower than Guile's, but that shouldn't worry. You
should use this move as a screening tactic. Most will block it. Come in high with a
jump kick, then quickly hit them with d+C attack to catch them unawares to set them
up for a Launcher and an aerial rave. If it does hit, it stuns your opponent long
enough for you to come in for a combo. His Moonsault is pretty difficult to do, but
it's looks great when you end an aerial rave with it. His Crossfire Blitz is very
difficult to end a combo or even to simply connect with, for that matter. Charlie
has a slight stall before coming in for the kill. Sonic Barrage is good for only
screening tactics since no one in their right minds would willingly get struck with
this pathetically slow Super. Seems like the only Super of his which is the
Somersault Justice, (big surprise) which seems to take out more hits than Guile's.
All in all, Charlie is a great user of the screen arts.
Against Charlie - He may be Guile's mentor, but he's not as dangerous as his
students. Charlie makes use of keep-away tactics and screening. Break through that
feild, strike him with high-low combinations all the time (because, like Cable, CPU
Charlie doesn't have much in the way of aggresive AI.). However, against HUMAN
players, be careful. Although the only Super that can be chained into is his
Somersault Justice, that ain't no reason to just rush him now, is it? When required,
Charlie can play almost identical to Guile. Reckless opponents may rush in only to
find his foot in their face when they eat a Somersault or a Moonsault. Simple thing
is, block his Sonic Booms when near him and rush him since he has some recovery time
when his Boom gets blocked up close. Even his Somersault can be avoided up close
when you block low. When he lands, give it to him. Most importantly, learn Tech.
Hits like the Gospel, since Charlie, like Guile, is a notorious grabber.
47. Strider Hiryu - WOOOH. Silent Man is back. Cool. the mecha ninja is obviously a
big fave among the gamers, so Strider, take a bow. You're now two fighting games
old! Congratulations!
Quote: "..........." (MVC)
Assist Types:
A: Ameno Murakumo
B:
Y: Vaja
Launcher: d+ HP
Special Moves:
Ameno Murakumo - qcf + P
Excalibur - In Mid-Air, qcf + P or K
Wall Cling - qcb + P
Gram - dp + P or K
Formation A - qcf + K
Formation B - Charge b 2 sec, f + P
Formation C - Charge b 2 sec, f + K
Warp - qcb + K
Position Shift - rdp + P
Super Moves:
Ouroborus - qcf + PP
Ragnarok - dp + PP
Legion - qcf + KK
Not only is he cool in this game, but his other games for the Playstation (Strider
and Strider 2) are awesome platform games. Definitely someone to watch out for in
the coming months.
Using Strider - Whoa! I can't even begin to start an advice panel on Strider since
he's one of the most used Capcom characters. What's so cool about Strider is the
fact that he's very easy to use. He's so fast that almost any button-linked combo
will connect and can be increased immeidiately with practice and experience. But of
all his moves, only the Ameno Murakumo and Gram have any chance of connecting with a
ground combo and Excalibur for a high-octane aerial rave combo. The others only
serve to slow him down. His summons (Formation A, B, & C) cannot be combined with a
button combo. The most they can do is make Strider play keep away and they also
serve as Strider's projectiles. His Warp attack is pretty cool since LK will attack
an opponent who's close and HK will send Strider after a far away opponent. But this
isn't so good for playing an actual battle. No. It's true potential comes out in the
Assist mode (I think to select it it has to be the Expansion Type) because when
activated, Strider will not mind any Assist character that comes out in the field.
He teleports and will strike the main player no matter where he/she is. (that is if
they're on the ground. Hyper Jumpers won't be affected.) Use Position Shifts
frequently to send your opponents head spinning. If you're facing right, LK sends
you back while HK sends you behind the enemy. If you're facing left, reverse
that statment. Unlike in MVC, his Supers cannot be linked anymore with each other.
Remember? When you on the Ouroborus Super, while you're whaling on your opponent
with Ouroborus, you could mix it with a Legion or Ragnarok to increase damage. Now
that is not possible anymore(what with the appearance of Crossover Supers) and also
because its move time has been really decreased. You have to really get everything
you want to throw in because of the short time limit. But still he's an pretty
incredible fighter.
Against Strider - This guy is dangerous, but don't worry about that. Almost all of
his moves, when done alone, have horrible start up time, which can be blocked and
taken advanatge of. Just play a wait and bait game with him and he goes done for the
count. Just be careful if he's the Assist character. Always expect him to kick your
head out of its neck. So what you do is concentrate on jump attacks and while you're
up there try to throw Assist characters of your own, or dash forward and take out the
main guy since Strider will only attack the last place from where you were standing,
so if you move two steps forward or backward from your current position, the ninja
hits only air which can make him susceptible to Assist characters of your own. Also,
I've seen people who sort of give up when the Ouroborus Super comes out. That Super
is powerful, yes, but it's not that strong! To counteract it is to either Hyperjump
over that thing or duck down and block. The last option guarantees that you won't
get hit by one Ouruborus. Big mistake if you block up. If the user decides to do a
jump kick or overhead attack to break through that guard and take you out with
what's left of the Ouroborus, simply keep the stick on the defense position and
stand up then duck down again. Strider cannot grab while in Oruborus I should know,
I was never able to grab anyone while in Oruborus. His Legion Super can be easily
Hyperjumped over and you can kick his ass from behind. His Ragnarok poses a problem,
but it is blockable and if your opponent does it away from you, Cancel it with a
Super.
48. Hayato - A warrior that has the same rank in the Plasma Sword series as Ryu has
in the SF series makes his debut in a 2D game. And he's pretty cool.
Assist Types:
A: Shiden
B: Guren
Y: Shiden
Launcher: d+HP
Special Moves:
Shiden - qcf + P
Guren - dp + P
Shirotora Hou - b, f + PP
Plasma Combo - B + WP, WP, HP, HK, WP, WP
Hyper Combos:
Rasetsu Zan - qcf + PP
Engetsu - qcf + KK
Plasma Field - qcb + KK (can be done in air)
Azn Mandoo Attack - WP, HP, b, WK, HK (L3)
Some have tagged Hayato as the successor of Strider Hiryu. Me? I'm not so sure
about that.
Using Hayato - Probably I know why he's been tagged by some as the next Strider.
Dude's pretty fast. Just like Strider Hiryu, he's fast enough that almost any button
combination you can think of will connect. That single plus can be the only trump
card you'll need to have a great game. Try to always end a simple aerial rave with a
Guren. More power, more damage. For the life of me, I just can't get that Plasma
Combo of his to connect beyond 2 hits. I've seen some people do up to ten hits and
let me tell you people, it's awesome and very damaging. Some tell me that it's all
in the timing. Someone please tell me what that timing is. What's also good is that
his Supers, although slow looking, will actually connect in a button-combo-Super
Cancel. You can even end an aerial rave with a Plasma Feild, if you're quick enough
(Launcher, A, C, A, C, then end with a Plasma Feild. Or better yet, try Launcher, A,
C, A, C, HP Guren, then Cancel that with a Plasma Field.)I finally find out that the
Plasma Field gives you infinite Supers. That's right. INFINITE SUPERS! Which means
you can throw Supers till the cows come home or unil your time meter runs out. My
thanks to Alex Cho for his bit of info. (Which is why, because I have no idea as to
what Hayato's L3 Super is named, I have named it the Azn Mandoo Super.) This Level 3
Super is UNBLOCKABLE! Holy Hannah! It looks pretty wild too. And I figured I can do
this after and Aerial Plasma Field. Simply end an Aerial Rave with a Plasma Field
(make sure you're near the edge of the screen) and when you land, immediately hit
the Azn Mandoo Super while trapping your opponent. He/she will have no other option
but to instinctively block which leaves him or her very susceptible to an Azn Mandoo
Super. (As long of course as your opponent does not roll out of the way once you
knock him/her down with the Plasma Field.)
Against Hayato - Versus, I'm not too sure just how long he can stay Strider's heir-
to-be. Some players can be suckered into throwing a Guren prematurely and that
could mean alot of pain for Hayato. His Plasma Combo is impressive, that's true. But
then, just keep blocking, just watch out for the part wherre he does an overhead
attack, and when he stops, give it to him, because, if you're using a much faster
character, you'll see that Hayato is much slower when he recoils after ending a
Plasma Combo, so give him some! Be very careful though when you see that the Super
Meter is up because most players like to sucker you in, give you a 2-3 hit starter
combo then build it up with a Super like Rasetsu Zan or Engetsu. These are very
painful. However, should you be able to block this if some of your opponents throw
stuff prematurely, especially the Rasetsu Zan, it stalls him long enough for you
to get the better of him. So do so and see just how worthy Hayato is of being
Strider's successor.
49. Tron Bonne - That sassy little treasure hunter who rides a mecha that sort of
looks like the smaller version of Babyhead's robotic body has debuted also from the
same game genre as Jill Valentine. She's pretty powerful, if handled right.
Quote: "Ah HA HA HA HA!" (MVC2. I heard there was a Tron Bonne game but I never got
the interest to play that game. Heard it plays like Megaman Legends, though. This
quote is actually her taunt in the MVC2 game. If someone can provide me with a good
saying from that game, please let me know.)
Assist Types:
A: HP Throw
B: MK Attack
Y: Low MP Attack
Launcher: d+HP
Special Moves:
Bonne Strike - qcf + K (can be done in air)
Commanding Shot - qcf + P
Launch Helpers - dp + P
Super Moves:
King of Helper - qcb + PP
Infinity Rush - qcf + PP
A bossy little girl who sounds like a proffesional whore when she laughs! Whoah!
Weirdness! Waitaminit! I just got a vison! Could this be Roll when she grows older
after being exposed all the time to a pantywaist like Megaman and she's forced to be
tougher? Major weirdness!! AH HA HA HA HA!!
Using Tron Bonne - Just like the Sentinel. She moves kinda slow, but not that slow.
But keep your defense up. Especially against jumping fighters and fans of the low-
high attacks. Her Bonne Strike is probably the only move in her arsenal that makes
using Tron worthwhile, since it comes out pretty fast and has the combo and damage
ratio of a beam projectile (6 if done far away, 8-9 if near.) This can even be used
to end a combo, whether on land or in the air, Launcher, A, C, A, C, Bonne Strike.
Simple 15 hit combo. Her other moves really tested my will to live! Her Commanding
Shot, if it came out only a little faster, it would be of some help as it's a
trapping move. If opponents don't block this, you can get a 2 second free hit with
this baby. When it's over, the little guys run away with what looks like two red
crystals(?) which I have absolutely no idea what those are supposed to do. It doesn't
affect Tron's status (defense, attack, speed) or increase her life. Problem is, it
comes out so slow and the red light that comes out of her gun is NOT the beam
itself. rather it's a laser sight like the ones mounted on a Desert Eagle. The trap
commend comes out somewhere in the center and takes a LOOOOOOOONG time before it
hits an opponent. Only morons, when they see that red light coming their way, will
stand there and say, "Duh! What perty lights!" The Launch Helpers is like Jill
Valentine's Rocket Launcher. Uselessly slow. It can be used as an anti-air but don't
expect anyone to get hit with this piece of crap anytime soon. Even her Supers are
nothing to blab about. Her Infinity Rush is an inredible visual Super, but because
it's just something like a Hyper Commanding Shot, expect the Super to be just as
slow and as predictable as the move itself. Pathetic. I think the only way to really
get this to connect is by using this during a Crossover Super, i.e; If you're using
someone like say, Morrigan, and she hits the opponent with a Soul Eraser, you then
follow it up with an Infinity Rush. I don't know if this will work. I'm only in the
experimental stages. Tell me if anyone breaks new ground with this. Her King Helper
is nothing more thatn a bigger version of one of those little dudes who keep
following her around, only he, or izzat a she?, is a helluvalot BIGGER!!! Yeah. Even
the speed reduction is BIGGER! This Super comes out so slow, since Tron takes some
time to first talk into her headpiece then one of her helpers comes out, then it
grows, THEN it attacks! HOOOH BOY! If by some miracle to end all miracles it hits,
it does 15 hits of inconsequential damage (this means opponents can shrug it off).
So try to stick more with your ordinary moves and don't understimate her dash speed.
Against Tron - Of all the things that makes this little sweetheart deadly is her
dash speed and her Bonne Strike. Strike her with even faster characters or if your
one of those waiters and baiters, wait for her to get close enough and let her have
it. But don't keep rushing in, because her speed makes her quite a powerful counter-
attacker. But if you judge that you have what it takes to take the fight to her,
then strike her from above, esecially for the CPU, because for some reason, Tron is
very susceptible to overhead attacks. That's your advantage. Take her out using
this, since all of her moves are laughable. Her Supers take so long to come out and
so long to end that when you recognize her animation, Hyperjump behind her and let
her have it! But watch out for her Bonne Strike, the only thing in her arsenal that
makes her dangerous. She can pull this one off faster than you can blink. So attack
quickly, but cautiously.
50. Amingo - Now where, OH WHERE, did this refugee from the funny papers come from?
Quote: "Veggies are your pals!"
Assist Types:
A: Life Up
B: Defense Up
Y: Squash Roll
Launcher: d+WP twice / WK twice
Special Moves:
Squash Roll - qcf + P (a)
Thorny Ball - qcb + P
Baby Cactus Punch - qcf + LK
Baby Cactus Kick - qcf + HK
Baby Cactus Grab - qcb + K
Super Moves:
Law of Vegetables - qcb + PP
Sun Chaser - qcf + KK
On second thought, watching him bust a move, I'm really beginning to rethink my
stance against veggies.
Using Aminggo - Whenever he comes into play, he may never cease to surprise you for
this tub o'lard (or is sap moreap propriate?) is incredibly fast for one his size!
Whoa! He can go toe to toe with the likes of Jin or Hayato. But don't get too cocky.
He's fast, but he ain't that fast. Aminggo will still eat the dust from the likes of
Jill Valentine, Psylocke, or Marrow. So it's best to play a balanced game. His
Squash Roll is very painful and can ring up to eight hits! Great if you can match it
up with a button combo or an Aerial Rave. Very damaging and painful. His Thorny Ball
comes out a tad slow to be linked 100% successfully with a combo, but it comes out
fast enough to tag an unsuspecting rushing opponent. But his best moves are the Baby
Cactus attacks (Why do alot of Capcom fighters get Summon attacks, eh? i.e; Captain
Commando, Jill Valentine, and Tron Bonne. They come out quite slow and can be
cancelled with a special move, but they're disgustingly cute (the way they
waddle across the screen and the way they squeak when they get knocked off.)and, if
placed and planned right, they can become an incredible annoyance to your opponent's
concentration and sanity. You can even put all three kinds at the same time, so your
opponent won't know what to expect and that's when mistakes come in. The Best one,
for me, is the Baby Cactus Grab. But since it comes out pretty slow, you're better
off doing it far enough while you opponent's dashing.This one is unblockable
and if you've thrown a Baby Cactus Punch/Kick, most opponents will instinctively
block this attack which you know is a BIG mistake. When it does hit, prepare to take
advantage of a 2 second timeperiod (I counted this myself. If it's longer with you,
tell me.)in which the opponent cannot block. Make it hurt! His Law of Vegetation
Super is pretty slow when it comes out and is blockable, but it can't be canceled by
any special move, or so at least I've seen so far. When it does hit, it doesn't do
much damage, but it's a cool crowd pleaser. There are only 2 ways for this to really
work. One is to let an opponent make the first move, preferabbly sucker him/her into
making a special move with very long recovery time and brings him or her very close
to you (I.e; Somersault, Spiral Arrow.) The moment the move ends, throw that Super.
95 % success ratio and two is to simply let the Baby Cactus grab your opponent and
throw this sucker. Just be sure to come in close before you DO throw this Super. But
it's his Sun Chaser which really hurts alot. If timed right a 25 hit combo is yours
for the taking. Best of all is, a simple Launcher can be Canceled with a Sun Chaser
ala Captain Sword. Max damage and very painful.
Against Aminggo - I don't know whether to take him seriously or to bust a gut
laughing. This one, if you can figure out his system and his moves, can become very
easy. Take advantage everytime he plants one of those Baby Cactus, since it takes
some time for him to duck down, plant, then it waddles to the end of the screen.
Don't dash him when you see this one coming. Do a running jump towards him and hit
him with a jump attack and follow up with your best combo. Of course when the little
buggers come out, it's pretty hard to tell which one is which. Who knows? The one
you're blocking right now could easily be the Baby Cactus that grabs. And you waste
precious time in attacking them, time which your opponent could take advantage of.
So when in doubt, throw a strong Assist Super, like Captain Commando's Captain
Corridor, Guile's Somersault Kick, or Cable's Viper Beam. Special Moves take these
things out but why do it yourself when you have friends to do it for you, eh? Also
his Supers are pretty much laughable, well maybe not the Sun Chaser, but his Law of
Vegetation when it comes out, leaves Aminngo open for a while as he somehow freezes
when he plants this Super. So jump over it and smack his head or if you're quite
mean, HYPER COMBINATION FINISH!! TAKE THAT MR. VEGGIE! I AIN'T EATIN' MY LETTUCE OR
MY BROCCOLLI!!!! YOU CAN'T MAKE MEEEEEEE!!!!!!
51. Jin - The robotic psycho with a mecha is back to do some veeery serious damage.
He was one of the more popular ones back in MVC. What about now?
Quote: "Whether you're metal or flesh, I will beat you." (MVC)
Assist Types:
A: Jin Typhoon
B: Jin Dynamite
Y: Low HK Attack
Launcher: standing WP twice
Special Moves:
Saotome Typhoon - charge b 2 sec, f + P
Saotome Dynamite - charge d 2 sec, u + P
Saotome Crush - hcb + K
Saotome Burst - Press start, then rapidly press all buttons.
Super Moves:
Blodia Punch - qcf + PP
Blodia Vulcan - qcb + PP
Saotome Cyclone - qcf + KK
Weird thing is, oh yes, he's back, badder than ever and is just as predictable as
he was before. EERGH!
Using Jin - Think of this guy as Dan on steroids. This guy almost plays like Dan but
he's a helluva lot better than Dan, that's for damn sure. His Saotome Typhoon is
great especially for those who like to keep on jumping. Still has no projectiles but
that's cool. He's fast enough to jump over most of them. What's also great about him
is that ordinary button attacks such as the HK and the HP can be used as Special
Attacks which can really hurt someone. A personal favorite of mine, try to knock an
opponent down with a d+HK attack than throw a Saotome Dynamite. Five to eight hit
combo guaranteed. But you gotta be quick about it since some foes already know how
to roll out of harms way in case they get knocked down. His Saotome Burst should
NEVER be used by mentally sane gamers in the game since it takes a long time for it
to actually do any damage and it is IMPOSSIBLE to even link it with a combo. This
has got to be Jin's most useless move ever! I mean, what moron would stand by and
wait while Jin's rubbing his back fast enough to get enough friction going to set
himself on fire? No way! Don't expect to be doing his Saotome Crush all the time
since it starts up horribly and only morons won't see it coming and block. But if by
some miracle, it does hit, it also has SUCKY damage ratios! Yech! For an impressive
grab move which elbows out the Spinning Pile Driver and the Earth Vacuum in visual
effects, the damage it deals out doesn't even cut it! Of all his Supers, only his
Blodia Punch has any hope of connecting with a button combo (A, B, then Blodia
Punch. But this has to be done very quickly.)5-6 hits but very powerful and very
damaging and it also has very little recovery time that even if your opponent blocks
the move, jin recovers fast enough to block a quick counterattack from anyone. His
Blodia Vulcan must never be thrown just out of the blue, especially if you're
anywhere near an opponent, since it takes forever to start up and when it gets
blocked, Jin jumps down and slams his fist on the floor in frustration, wasting
precious seconds, seconds which give the opponent a window of opportuniy here.
Dammit Jin! What're you doing!? Saotome Hurricane can be thrown against jumping or
even Hyperjumping foes and this is probably the most damaging Super Jin has in his
whole arsenal. Problem is startup time, which gives your opponent enough warning and
time to block it and makes it virtually impossible to link it up with a Launcher
like you would do with a Captain Sword. If only it could, man, he'd be powerful!
Probably even better than ever!
Against Jin - Here is where Jin is like Dan, but don't underestimate him. When
attacking him, remember two things. Always use either a quick character against him
or a character who has quick counterattacking capabilities, and always let him make
the first move. What you want to do is sucker him in and make him use a Saotome Fire
Drill on you. Now if you block that expect a Saotome Dynamite to come into play or a
Saotome Tornado. But usually a Saotome Dynamite is what is used by most gamers. But
whatever they do use, make sure to block that Fire Drill and the follow-up move,
then follow up with a blistering combo since these two moves have horrible recovery
time. Also be wary when his Super come out, particulary his Blodia Punch. The other
Supers can be ignored but this is one you have to take seriously because it is with
this Super that Jin can say in that, oh, so special way, "Goddamn you S.O.Bs! Don't
you dare disrespect mah AUTHORITAH!!!!" This Super comes out fast and hits very
hard! So for God's sake, don't keep rushing him! Like I said, the key to winning
against Jin is to be a hunter. Wait, bait, then take him out! Fer good!
52. Ruby Heart - Hmmmmm. A new character that looks like a cross between Captain
Hook from Peter Pan and Captain Kidd from World Heroes 2 Jet. Where did this little
devil come from?
Quote: "Ahvahst!! It be Moby Dick! ARRRHH!"
Assist Types:
A: Sublimanation
B: Ghost Trap
Y: Power Up
Launcher: d + HP
Special Moves:
Shovel Shell - qcf + P
Supremanation - qcf + K
Fantome - qcb + K
Anchor Throw - hcb + P
Super Moves:
Hyper Shovel Shell - qcf + PP (can be done in air)
Mille Fantome - qcb + KK
Pirate Nell - qcf + KK
Tour-Do-Mage - HK, WP, D, WK, HP
I'll tell you people one thing. She's pretty tough for a pirate babe. Very tough.
Using Ruby - Okay if I call ya Ruby? Check. Anyways, Her Shovel Shell move, while
quick is not very focused, because it knocks your opponent back for a few hits then
goes over them. It plays like a mini-Psy-Thrust. The moment it reaches 2-3 hits, it
goes over a foe, but you can control the direction as well. So when it goes over,
pull down on your joystick, (not YOUR joystick, you putz! THE joystick! On the
machine!) for Ruby to trace the enemy. A very useful feature, indeed. It can not only
be brought down, but it can go diagonal (any direction), back, and up as well. Very
cool in tracng attacks. Her Supremanation is pretty good too. Comes out like Storm's
Double Typhoon. Hunts down where the opponent is standing and striking them when
they least expect it. Problem is, just like Storm's Double Typhoon, her
Supremanation is only a tad faster than that. But a tad doesn't make it REALLY fast.
Two steps forward or backward from where they stand and the opponent has just
neatly evaded your Supremanation. It's better to use this with an Assist Character.
Her Fantome is one of her trap moves, although I'm not so certain that it's really a
trap. I'm told that when it hits, this thing prevents a foe from blocking while
another tells me that when this hits it drains life from your opponents and still
another tells me that prevents one from calling an Assist character. However this
move comes out pretty slow and can be blocked which makes it pretty difficult to
really tell which one's true. Oh well. Her Anchor Throw is the second one of her
trappers which is more useful than the Fantome. It is blockable, but when it does
hit, it does pretty decent damage, plus it looks pretty funny and it comes out fast.
Eat cannon ball, ya land lubber! Her Supers are pretty good and the Hyper
Shovel Shell is pretty much linkable, Launcher, A, C, A, C then Hyper Shovel Shell,
but you have to treat it like the ordinary Shovel Shell since it won't completely
hit the opponent. But practice will make this move REALLY hurt. Her Mill Fantome is
just like the Fantome only alot of these ghost, phantom, thingies whcih is REALLY
useless, since any opponent with half a brain can go over this one. So use this
sparingly. VERY sparingly. Her Pirate Nell. Now here's a Super that's pretty
awesome! It comes out very fast and just like the Blodia Punch, it can hit your
opponent when they least expect it. But it's a combination of Blodia Vulcan and
Blodia Punch. If it hits, it takes a 3-hit combo out of your foe, then implaes them
on the wall and fires all of its guns on them! ARR HAR HAR HAR!!! Fire on the
starboard bow! Of course, if this is blocked, the 3-hit block damage comes
out, but the guns will be silent. So make it come out when they don't know it. And
lastly her Tour-Do-Mage Super is perfect against people who like to hang back. A
barrel comes down very fast and then Ruby does some sort of magic trick that really
cause alot of pain. This can be blocked, but just like the Pirate Nell, make it come
out when the opponent least expects it and you got it made!
Against Ruby - Little Miss Hook plays about as predictably as Cable. She's fast but
she's not as fast as Cammay or even Chun-Li. And just like Cable, she's very
susceptible to jump attacks, overhead attacks and low-high attacks. So whale in on
her with lightning quick moves and Assist characters, keep an eye out for her deadly-
duo Supers (Pirate Nell and Tou-Do-Mage, though I doubt anyone can pull off the last
one when they're too busy defending quick strikes). Other than that, she's not a very
difficult enemy. Simply know how to judge her moves and she's yours for easy picking.
53. Dhalseim - WHAT?! The Yoga Master has returned!? WHY!? UGH!
Quote: "Yoga teaches the combination of power." (XMVSSF)
Assist Types:
A: Yoga Fire
B: Yoga Flame
Y: Yoga Blast
Launcher - df + HP twice
Special Moves:
Yoga Fire - qcf + P
Yoga Flame - hcb + P
Yoga Blast - hcb + K
Fuyuu - qcb + KK, again to end
Yoga Teleport - dp + PP / KK
Yoga Head Butt - in air, d + PP
Yoga Spear - in air, d + KK
Super Moves:
Yoga Inferno - qcf + PP (can be done in air)
Yoga Slam - qcf + KK
With a speed meter that rivals even that of Zangief. I even think he's slower than
the Crimson Tornado himself.
Using Dhalseim - Whoa! No way! I'm not signing my death warrant here, people!
Dhalseim deserves the same sort of treatment Zangeif gets. Only for those who are
That Damn Good. This one moves sooooo slow for one of his size. Still gotta figure
out how to successfully go into an Aerial Rave combo with him. I've seen several
people use him and have their asses royally kicked. I have yet to see someone go toe
to toe against any of the fighters with Dhalseim.
Against Dhalseim - I really suggest that you use fast characters here. Concerning
Dhalseim that could mean just about anyone, from Cammy to Zangeif. Part of what
makes him weak against fast people is a little something known as his recoil action
whenever he throws HP/HK attacks in which his legs or his fists. If you jump over
these lethal limbs and striking them will stun him, since it IS part of his
body, (duh) and you can rush him (be very quick about it) and give it your best
button combo shot followed by a Super if possible. Don't worry about this guy's
projectiles. The Yoga Fire is so slow you can jump over it. But you must be careful
because after the Yoge Fire, Dhalseim can throw a very painful Yoga Flame or Yoga
Blast. The Yoga Fire will act as a sheild. Which is why speed is of the essence.
Don't be afraid of his Teleport and don't go rushing in when he disappears. Wait
right where you are because he'll either appear before or behind you. Wait and see
where he materializes and when he does reappear, Launcher him or Super him, because
it takes some time before he recovers from ths move, so knock his bald block off.
Also don't skimp on the Assist characters because you can rest assured that Dhalseim
won't be skimping either.
54. SonSon - I don't know. Maybe it's just me, but there really is something about
this fighter that just screams "RIP OFF!" I dunno. Maybe it's because she looks
sooooo much like Kongo, from the Viz video; "Monkey Magic",the female version only,
though. And that cloud she sort of rides just screams; "DRAGONBALL!"
Quote: "What do I have to do to become a god?" (Monkey Magic)
Quote: "KAMEHAMEHA!!" (Dragonball Z)
Assist Types:
A: Life Up
B: Monkey Boogie
Y: Wind Cutter
Launcher: d+HK
Special Moves:
Whirling Typhoon Cane - P rapidly (can be done in air)
Monkey Boogie - qcf + P (can be done in air)
Wind Cutter - dp + P (can be done in air)
Walkabout - qcb + K
Time To Cook - qcb + P
Evasion Crawl - qcf + K
Super Moves:
Heaven to Earth - qcf + PP (can be done in air)
POW - qcf + KK
Monkey Emperor - qcb + PP
One I said that Sonson's a ripoff, but I just received an email that thankfully set
me on the right path from dont_mail, who wrote;
"you know, the character SonSon? His is from an ancient, i mean ANCIENT
capcom game in the arcades (and the trusty old Famicom). Capcom even
released a sequel for the TurboGraphx."
But, his REAL origin is from Sayuki (sp?), which is an ancient chinese myth.
Sayuki is about this cloud-riding humanoid monkey (named Son Goku) who
carries around a stick that extends and stuff. The monkey challenges Buddha
and all these crazy things happen and stuff. Good literature, if u can find
good translation.
Just FYI, Son Goku has been "borrowed" by NUMEROUS cartoons in asia,
including the super-sayan from the Dragonball/Dragonball Z/Dragonball GT
series."
Using Sonson - No doubt about it, she's pretty fast. How come most of the fastest
fighters are in the Capcom side? Now this little Kongo rip-off has the ability to
zip in and out of a fight, lickity split! An incredible fighter with quick moves and
very little recovery time in her moves. Her Wind Cutter is very painful and is good
in ending Aerial Rave combos. Her Monkey Boogie is a great three-hit combo
projectile. However it does have the tendency to come out pretty slow. But against
single shot projectiles, they more than prove their worth since one monkey will
cancel out the projectile while the other two hits the opponent. But still, they do
come out quite slow and they can be taken out with a beam projectile. Her Whirling
Typhoon Cane is another great way to end an aerial rave combo. If you've ever played
Chun-Li before in the previous games, then you know what I'm talking about.
Launcher, A, C, A, C, then Whirling Typhoon Cane. This takes about 13-14 hits if I'm
not mistaken. However, for even more damage, try doing this to an opponent when
he/she has her back to the edge of the screen, the proverbial "wall", you know,
trapping. Her Walkabout is pretty cool visually. She walks around the edges of the
screen. Use this to prevent people from trapping you instead. Also, while you're on
the screen, pressing K will send Sonson into a bulletkick like move that is very
similar to the one Strider Hiryu does when you do a wall cling then you press K,
only hers covers more distance. Her Evasion Crawl is pretty useful because it gives
her the ability to literally crawl underneath projectiles and some special moves,
even some Supers, except those that touch the ground. Timing is neccessary to pull
this one off, since if you get up too early, you eat a move or worse, a Super, or if
you get up too late, be prepared to kiss your opponent's fists or feet or his/her
next move. Her Time To Cook move is HI-STERICAL! Plus it does some pretty good
damage to boot. It's a grab move with a farther range than Morrigan's or Zangeif's
but it's blockable. Always use it whenever the enemy is recovering from a blocked
move or a blocked combo. Her Supers are powerful, (and funny as the POW will show)
but none of them come out fast enough that you can use them to Cancel out a combo.
(I've seen someone once pull of an Aerial Rave combo then quickly end it with Heaven
to Earth, timing it so that when she throws the stick the enemy gets hit long enough
that the HEEEEUGE stick lands right down on the opponent. I still have to figure out
the timing.) Her POW should be treated like Amingo's Law of Vegetation. Time it that
when an opponent throws a move which has extremely long recovery time, while he/she
is recovering, throw this move. Her Monkey Emperor (for some strange reason, it
looks like one of those Super Saiyajin apes from DBZ. RIP OFF!!) is her one ace in
the hole should you be getting your ass handed to you. She gains strength equivalent
to 3 Juggernauts, and the fire she breaths out takes out quite alot of damage. Plus
she also gains Super Armor. But she moves so slow that by the time you get close
enough to strike the opponent, the time meter below you has already run out. ERGH.
Stick with the fire. Press Press HK to fire forward and LK to fire up and while
you're doing that, move the joystick up and down for her head to go up and down
while breathing that flame. Spreadshot. Hurts everytime. This also has incredible
cheese damage. Not bad for a rip off.
Against Sonson - Now against her, remember that she is fast. Very fast. Monkey fast.
(heeere, little monkey!) which is why, if you're using slower characters, time for
the ait and bait. This is also one opponent wherein you'll need all the help you can
get with your Assist Characters. When you attack always have a back-up character to
cover your bases. If you miss her, your Assist character certainly won't, that is,
if you've picked a very painful Assist Type for each of your characters. (Personally
I like Captain Commando's Captain Corridor.) When she throws a projectile. Don't
waste time canceling it. Have one of your Assist characters take these things out
for you, whether they take it out with a pojectile or with their faces, I don't
care. Just have an Assist character watch your butt, jump over that projectile
before Sonson can recover from this one and strike her out. Don't be so quick in
using jumping attacks on her since her anit-air move, the Whirling Typhoon Cane can
come out so fast that you could be caught off gaurd and not be able to aerial block
this move. Also, meeting her in the air is a no-no, since she could suddenly go into
her Wind Cutter move, which takes priority over any kicks and punches you could do
in the air, that is unless you also have an aerial move of your own, ne? Use that
move to take her out. Her Heaven to Earth Super is pretty deadly, since it is the
mother of all tracer moves inthis game. However, as I've said before, three (this
time it's three because this move is HEEEEUUGE) steps forward or back will have that
big ol' cane hitting air. So it's best to use quick characters here. Her POW? Just
makesure not to do any move that has incredible recovery time, such as an ill timed
Shoryuken, for example, and you can either block this Super when this comes out
(What?! Just because it's big means you can't block it anymore? Oh, c'mon!) or you
can simply Hyperjump over it and knock her out just before she recovers from the
blowing animation she assumes when doing this move and throw a Super of your own or
take full advantage of this oppurtunity. Since it kind of comes out very slow, if
you have enough salt in that Super meter, HYPER COMBINATION FINISH!!! The same goes
for her Monkey emperor, although, I don't think it will really do that much
damage against her since she has incredible Super armor, but it can still sting. Or
you can do what I do. Wait for her to regain her true form, you know, the part where
she shrinks down and turns white for a while?, then rush her and whale on her with
good button combos and Assist characters. Heh. Those Saiyajins ain't so tough after
all!
55. Felicia - Hey, hey, hey! The kitty from Darkstalkers has graduated from
Darkstalkers. And just like B.B Hood, she's out to make a name for herself. Here,
kitty, kitty, kitty!
Quote: "Don't exaggerate it! It's just a scratch!'' (Darkstalkers 3)
Assist Types:
A: Delta Kick
B: Sandsplash
Y: Cat Spike
Launcher - standing HK
Special Moves:
Rolling Scratch - qcf + P, then P again
Sand Splash - qcf + K
Cat Spika - dp + K
Cat Spike - dp + P
Delta Kick - f, df, d + P
Crazy Cat - hcb + K (near foe)
Super Moves:
Dancing Flash - qcf + PP
Please Help Me - hcb + KK
Sand Wave - qcf + KK
I wonder how come her start up image is that of a nun? A glimpse into her past,
perhaps? Hmm...
Using Felicia - She's one of the fastest characters in the game just like in
Darkstalkers and can really bug a guy. One thing that is commendable aboput her is
that almost all of her moves are cancelable, whther it may be Special Moves or
Supers. Incredible. And they're all Cancelable with a double A attack starter.
Probably except for the WP Rolling Punch which comes out pretty slow and only hits
for one hit. But they all DO connect if timed right, just like that. Just so you
people know, the Cat Spika depends on the strength of the kick used in the move. WK
sends her scratching straight out while HK sends her after her little ball in an
overhead strike which can go over most projectiles and strike opponents over their
fool heads! Her Dancing Flash and her Sand Wave can be used together with a double A
starter or her Dancing Flash can be used to cancel over a Sand Splash or better yet,
use a Sand Wave. (where she gets that much sand, nobody knows.) I'm not that certain
with her Please Help Me Super if it can be canceled. But if it does hit, you get an
incredible 33-hit combo which really competes with the awesomeness (new word!
...maybe)Captain Commando's Captain Storm Super. It comes out pretty fast and it
goes over projectiles. If it gets hit, no problem, that's no skin off your nose
since it hits someone else and does not drain your life bar. What's incredible is
that it's a tracer, meaning wherever your opponent is standing (this won't affect
jumping clowns, though) the little kitty cat starter will jump that near or that
far. (She can get knocked off by a projectile, though.) Cool.
Against Felicia - Watch it. She's quick. And if you have ever played Darkstalkers,
then you know just how much a pain in the ass she can be. Her quickness will leave
you punching at air if the ones against you are that good. However, she may be fast
but her moves have some wicked lag time. Block every Rolling Scratche she throws and
retaliate appropriately. Blocked Sand Splashes may have little recovery time, true,
but what's to stop you from jumping over and kicking her butt, eh? Her Super may be
incredible, blah, blah, blah, but when you block them (maybe except for the Sand
Wave and the Please Help Me when you're far away.) they leave her SOOOO open to
attacks, you have to be complete moron not to take advantage of such openings.
You're not in Darkstalkers anymore, which means the rules have changed. When you
finally get her style, suddenly, Felicia isn't that deadly anymore. Just another
character waiting for you to stomp. Oh, and don't skimp on the Assist characters.
56. Servebot - Hey! This mini Tin Man looks like one of the cute little guys that
follow Tron Bonne around! Hey! IT IS!!
Quote: "I'd be friends with the sparrow and the boy who shoots the arrow if I only
had a heart."
Assist Types:
A: Crystal theft
B: Hot Lunch
Y: Robot Attack
Launcher: standing HK
Special Moves:
Hot Lunch - qcf + P
Crystal Theft - qcb + P
Robot Attack - qcf + K
Air Kobun - qcb + K
Super Moves:
Infinity Servants - qcf + PP
Armada - qcb + KK
Giant Growth - qcf + KK
Hmmm. I wonder what Tron did to make this little guy run away.
Just like thanos I have no idea of how to use him since the last ones to come out
when I finished this FAQ was Felicia and Sentinel. I don't know. Maybe by the time
you're reading this, maybe they've already come out. I'll fill you in on the details
then. This movelist and Thanos' was given to me personally by my ,ahem, "informer",
Ben Thunder (not his real name as per his request). He did tell me, however, that
Servebot is the No. 1 short stop in the whole MVC 2 game and to be careful since
most Launchers and Supers (Ben told me that he once saw Servebot go right under a
Hyper Combination Finish without one strike hitting him!) won't even phase him
because the little guy's head only comes up to Wolverine's thigh! Now that's
SHORT!!! Also, I've been told that his Supers are just like that thrown by Tron
Bonne, but for some reason it comes out faster and even if you knock the
little guy on his ass with a projectile with the, say, Inifinity Servants Super
going, this won't stop the Super (You can't stop it! It's coming for you!! Ah HA HA
HA!!). It knocks Servebot back, but your firing animation exposes you to the on
rushing flood of other little guys. They could be Super Cancelable. I'll let you
good people know if I find out anything.
IV. Crashing Abyss
Now Abyss (isn't he one of the sons of Apocalypse after Holocaust? Also, how come
the MVC series have never featured a female boss character?) is just like the rest
of the bosses in the MVC series (except for that piece of crap Cyber Akuma / Cyber
Gouki in MSHVSF). Pathetic and easy once you get the hang of their systems. Sure
Abyss is difficult. He's alot more difficult than the other bosses on the MVC series
since for one, he's got three forms which you have to fight with. You lose with just
anyone of these forms, you lose, period. Two, each of these forms are powerful
enough to whoop your ass in a heartbeat and lastly This guy has an infinity Super
Meter, which means he can call out his most devastating moves as much as this sick
puppy wants to. But with the right means and the right characters, you can give him
the beating of a lifetime! (If you smelllllllll-o what the Rock...is cooking!)
First 1 - No threat. Extremely slow that he makes Juggernaut as fast as Marrow and
always telegraphs his moves before throwing them, giving you enough time to jump
over and behind him or block. No need to waste your Super Meter on this clown. Give
it simply your best ground button combo or ground button combo canceled with a
Special Move. Jump behind him when he fires a projectile and repeat the whole
process again. Block when you see him raise his hand because that signals a painful
Lance Rain that can take out mucho life-o. There is no way to avoid this one, so just
block. His Beam move, if you could not jump behind him while he's charging up, you
gotta block, becuase this takes also as much damage as the Lance Rain. Oh and when
you're whaling away at him in front, start blocking when you see him rear back
because that's the signal for his Charge move which is also very painful. When he
does charge and you get the chance, the moment he goes beneath you, throw a quick
projectile right at his back. But all in all, no threat. Just hit with your best
button combo/button combo canceled with Special Move combo, and he goes down without
a sound. He's so easy you don't even need a Super against him.
Suggested Characters: (These are the people I have used and have seen others use and
have been successful. I don't know about the others, so mail me your suggestions.)
Hulk - HP / HK attacks all the way
Juggernaut - Same as Hulk
Captain Commando - A, C, A, C, Summon Ginzu, get behind Abyss and repeat again.
Rouge - A, C, A, C, then HP Rising Gatling Punch (throw an Assist character to
sheild you.)
Captain America - A, C then HP Stars n' Stripes
Omega Red - A, C, A, C, then HK Omega Destroyer
Aminggo - A, C, A, C, B / D
Ruby Heart - A, C, A, C then WP Shovel Shell
Colossus - HP attacks, both jumping and ducking attacks and Shoulder Rush when you
get the chance.
Wolverine (both) - Whale away with your best buttone combo and end with a WP Tornado
Claw.
Nash - A, C, then HK Somersault Kick
Guile - See Nash
Hayato - A, C, A, C, then Plasma Combo
Tron Bonne - A, C, then WK Bonne Strike
Form 2 - This goo guy is faster than the first form, but has pathetic range, but
watch out. See that you don't get too close. I heard five hits with his fire move
can knock you out. The moves you should be worried about are his beam move, the
bubbles, and his Super. You can attack him in three ways. One, use your best
projectile users and sit back and fire away or use your shortest characters, go up
close and personal and hit him with your best low-hitting combo. Special are not
advisable. They increase the distance between you and Abyss. After you spent alot of
time trying to get very near him, you don't want this to happen. And three, daze him
with a quick character. Stay in fron of him and just when he's about to fire, short
jump behind him and give a him a two hit combo then when he turns to face you jump
over and 2-hit again. Repeat again and again until he croaks. The last two ways are
pretty risky since it entails you coming near Abyss, so keep those Assits Characters
close at hand always. But even though he's tough, he's not that hard that you need
Supers right now. Naaaaah. (Oh and when I say stand back, I mean FULL SCREEN
DISTANCE. Comprende?)
Suggested Characters:
Cammy - Get close enough, duck down and throw a low kick combo (d+C, C, D)
Psylocke - Stand back and throw HP Psy Blasts. Her projectile cannot be canceled.
Morrigan - Hyper Jump up and rain down Aerial Soul Shots at the bugger.
Cable- Stand back and Viper Beam all the way.
Iron Man - See Cable.
War Machine - See Cable
Son Son - Stand back and HP Monkey Boogie
Juggernaut - Stand back and Earthquake.
Storm - Typhoon or Double Typhoons really do the trick.
Gambit - See Morrigan. Replace Soul Shot with Kinetic Card
Magneto - Two ways. Either stand back and E.M Disruptor or See Morrigan. Only use
Magnetic Blast
Cyclops - See Cable
Marrow - Get near, A,C, jump over and behind him, then A, C or get within distance
and Boneerang.
Doctor Doom - Stand back and use anyone of his projectiles, preferably Molecular
Sheild.
Mega Man - Charge and Plasma cannon away
Guile - Throw Sonic Booms away or follow Marrow.
Gouki - See Morrigan
Ryu - Stand back and Hadouken while tossing Assist characters
Ken - See Ryu but get into range first
Ruby Heart - Stand back and HK Supremanation
Dhalseim - See Ryu
Form 3 - this is where it all comes down to. The final fight. This time Abyss is
motherly BIG and his moves hurt ALOT! For this form it's time to pull out the big
guns and take him out. I now there are the big strapping people who can take this
guy on without using projectiles (though I doubt it) but now is not the time to be
macho. Now is the time to be cheap! Always let him make the first move and try not
to let your guard down for even a second, because when he goes underground (or is
that underwater?) he suddenly shoots up flames (?) that really put on the hurt since
they can juggle you up in the air for a long time. Also, when he submerges, please
don't try to hit that floating globe with a button combo because it is one of the
deadliest baits in the game. Think of it as a worm and you are the fish. Except the
line that will reel you in is the worst beating of your life in the form of alot of
flame spears! This time, it is NOT advisable that you use Assist characters because
all you'll be doing is feeding more fodder to this ugly bastard. Stick with your
best projectile warrior who also has a nasty Beam Super and everything will go
smoothly, because if timed right, some Beam Supers (i.e Proton Cannon, Soul Eraser)
can put Abyss out with two consecutive strikes! He may be mean but he's a pussy when
Beam Supers strike him. Now you know why I said not to use Supers in his first
two forms. All your stored up energy is for this one. The big one where it really
counts. Some Supers are so incredible that if time right they can take him out with
one blow (i.e: Silver Samurai's Thunder Storm). However, if your Super doesn't take
him out that quickly, well, duh! do it again! Do I have to think of everything for
you? Also, if you get his life low enough, if you think you have this one in the
bag, if you have enough juice in your meter, and you want to finish the game with a
BANG, HYPER COMBINATION FINISH!! A real crowd wower all the way!
Suggested Characters:
Cable - Viper Cannon when you get the chance into his face!
Iron Man - Proton Cannon when you get the chance. Just time it that when he comes
up, your Cannon
is already ready to fire!
Magneto - Magnetic Tempest. Activate it when you see him rising out of the water (?).
Marrow - When Abyss surfaces, Bone Storm!
War Machine - See Iron Man
Jin Saotome - Blodia Punch when Abyss' directly in front of ya!
Strider Hiryu - Activate Ouroborus and whale away or to play safe, Legion!
Morrigan - Soul Eraser when he solidifies when he rises from the ground(?) Done
right, 2 kills him.
Blackheart - Armaggedon, baby! Or a Judgment Day for more pain!
Ryu - Shinkuu Hadouken (what else?)
Gouki - Jump up and Tenma Gou Zankuu (froma safe distance of course)
Silver Samurai - Wait for Abyss to suface, get in the middle of his body and throw a
Thunder Storm!
Cyclops - Throw a Mega Optic Blast at his stupid face!
Psylocke - Get right in the middle and throw a Kochou Gakure.
Felicia - Wait for him to surface then throw a Sand Wave.
Storm - Lightning Storm in Abyss' middle or Blizzard if you're in front of him.
Doctor Doom - Photon Array if you're in the middle of Abyss or Electric Cage when
you're in front.
Sakura - Throw her Shinkuu Hadouken at Abyss' ugly mug!
Son Son - Turn into the Monkey Emperor and breath fire on him!
Mega Man - What else? HYPER MEGA MAN!!
Jill Valentine - Charge up a Restrained Power Shoulder for say, around 20 sec, and
when Abyss
surfaces, jump and release your pentup energy and Cancel it with a Shoulder Torpedo.
Also, there is a way to beat the Big Man in four seconds. you heard me. FOUR
seconds. But first, you'll need one ass-kicker of a team. My preference would be
Magneto, Colossus, and Gambit. Now, when the match begins and the word READY
appears, have two fingers on the 2 Assist buttons. Good. Now stay put. Don't wiggle
that character of yours around. Keep still and Abyss will appear right in fron of
you. When the word ENGAGE sounds and the word GO flashes, get ready. When it
disappears, 95% of the times, Abyss will go into the floor without throwing a shot
at you. Don't panic. Simply take two to three steps back then wait for him to
resurface. When he does, because you stepped back, you will more or less be right in
line with his face or neck. The moment he surfaces (This is the tricky part), wait
until he really comes into true form. That means everything that is Abyss is
completely out of the floor and standing before you. The second this happens, PRESS
THOSE TWO BUTTONS!!! With that done, watch his life bar just go running down.
So far, not all characters can do this. You're going to need heavy duty Beam and
Charge Supers for this trick. A couple of characters come close to accomplishing
this. But remember, one character alone will not do this. It takes all three. The
characters I list now are just one of the advisable characters to use. Who you pair
up with them will determine whetehr or not you pull this one off.
Chun-Li
Cable
Iceman
Juggernaut
Ryu
Gouki
Magneto
Gambit
Servebot
Marrow
And there you have it. You've beaten him. You've taken out Abyss. That's it. You
win the game. Now sit back and watch a crappy ending followed by a crappy ending
song. YUCCH!
V. The Usual Raves
V1. Oh yeah, like I was saying waaay earlier, some crap guy challenged me NINE
times! I mean what is it with these people? Why do they enjoy challenging players
who just want to have a good time? Also, every once in a while (I see your smile
...ahem)I see relatively good players challenge kids who have just started out in
the game. What's up with that? It's a very one-sided fight. They get their kicks
from challenging people who can't fight back? And when they do win,which would be
pretty obvious from the fight itself, they make as if their now the real deal pros
or something. Now when all of a sudden the REAL DEAL pros do show up and kick their
collective asses, they can't seem to take it (even some real deal pros do this.)and
so they challenge again and again and again just to beat the guy who busted his
chops. What is it with that ego? Why do these people have to prove that they are
the best? What do you get when you do prove this that you are the best? The next
day, you'll be just another forgotten face. They spend, what?, probably close to a
hundred pesos and when they do beat that guy they challenged, they posture and preen
and say they've won. Lemme get this straight. The person they challenged (or who
challenged them)has used only two tokens (because here it takes two tokens to
operate the arcade. Highway robbery? Very!)while they have used close to about 18
tokens, which, if the price is just like here that it's 5 bucks a shot, gives a
grand total of ninety pesos! Almost a hundred bucks was wasted on some stupid
feeling of pride! AH HA HA HA! Come on people! Don't challenge! It takes the fun out
of the game when you challenge people instead of waiting for your turn to jam with
the machine. Or if you must challenge, challenge only once! That's it. When you
win, fine. Don't rub it in. When you lose, walk away. Don't look back. You lose, you
learn from this and you do better, instead of spending for another game just to
console your hurt ego. The person just went one game against you and you ring up to
say three games until you finally beat him/her. You just spent more than he/she did.
Now whose got the better deal? The person who just spent for about two tokens or you
with the lighter wallet? Just walk away and learn. Tomorrow is another day. Well,
that's what I think.
V2. Awesome Supers Awardees
Here's my personal list of some of the most awesome moves in the game (personally,
I thik Capcom spent too much time hyping up the visuals of their own characters and
not too much time on the Marvel side. Wonder why.) Remember this is for me. Many of
you might not agree with me so send me your own lists.
Aminggo - Law of Vegetables
Felicia - Please Help Me
Anakaris - Pharoah Illusion
B. B Hood - Cool Hunting
Captain Commando - Captain Storm
Marrow - Stinger Bones
Morrigan - Darkness Illusion
Spiral - Dimensional Dance
Sonson - Monkey Emperor
Jill - CODE: T-002
Jin Saotome - Blodia Vulcan
Tron Bonne - Infinity Rush
Ruby Heart - Pirate Nell
Hayato - Azn Mandoo Super
VI. Acknowledgements
Now before I go, I just want to explain why I placed the Using X and Against X.
Before any of you big shot players clamor that my tactics are so simple, let me say
that the advice above given are not for you. These are for those who are just
starting out in MVC2 and are bound to need all the help they can get to make them
good players. I have seen so many incredible combos in this game that to list them
all would take forever. Nor do I want those who do read this to treat this as the
final say. No way! It's a learning process. All I hope for when this FAQ comes out
is that those who do get this will use this FAQ as a stepping stone to become better
and to take the ideas here to make even more incredible combos. As Captain Commando
once said, "I accept your challenge! You can become the best!"
Also, I've been getting alot of questions from people I know who equal me or are
even waaaay better than me but when they go up against the CPU they fold up.
The "Against X" feature here sort of describes what the CPU is capable of and what
its weaknesses are. But nothing beats first hand observation. Observe the CPU's
style of fighting. Sooner or later a visible pattern comes out which, when taken
advantage of, will win you the game, the same of which cannot be said of whaling on
the opponent even when blocking. So observe, learn the pattern and be the best. But
you do have to be careful, because as the computer's experience points go higher, so
does its difficulty. For example, at Level 72, I could whip Sentinel's ass like a
little lost child, but now, at Level 76, I really have to put out the guns to stop
him! AAARARRRRGGHH!!
First I would like to thank my friend Doods for teaching me Omega Red's Omega
Strike Trick and Silver Samurai's many skills and how to exploit them. You're the
best, man.
PJ for showing me how to use Psylocke, Cable, Iceman, and Spiderman properly. He's
one of those who are That Damn Good.
Ben Thunder for giving me the movelists of Thanos and Servebot. Thanks a bunch cuz.
Anthony Palma, thanks in advance for him should any of you drop him a line and he
helps you out. Thanks to him too for the tremendous help he's given me in this FAQ,
Assist Types, etc.
Alex Cho" for telling me just what the damn field of
Hayato does and Hayato's Level 3 Super.
Alex Wreschnig for bringing me up to date on how to use Dan
(Not that I'd ever use him, but to hose who do have aninclination to gothe distance
and use this uy, Alex is the man to ask.)
Taylor S , Corey Girard , and Katcho
for broadening my knowledge on how to use Iron Man. You rock
so hard, fellas!
dont_mail for brining to my attention the facts about Sonso.
Boy is my face red. Thanks, friend.
Loading, for me, the pioneer in the videogame mag business here in the
Philippines, for giving me a shot at this FAQ. More power to their magazine!
And finally, Capcom for puting out this awesome, but storyless and pointless,
game. and to their website (www.capcom.co.jp) for providing me with sort of the
complete movelist from which to refer to when I decided to build this FAQ.
We have arrived safely at the final phase of our destination, ladies and gentlemen.
Please make sure that you have left nothing behind on the vehicle and keep a close
watch on your children. Thank you for flying with us and we hope to see you again
soon. Have a nice day!
"Censorship is for Communists."
Copyright September 2000
Editted September 17, 2002
Christopher dela Concepcion
bahmat@eudoramail.com
bahmat@japanimation.com
All Rights Reserved
"My condolences to the families of the victims of the WTC tragedy. I hope Bush
finds out who masterminded this and guts 'em!"